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Author SHA1 Message Date
selimaj-dev 14c16d8fe0 Merge pull request 'Release workflow: upload through the public URL again; smaller jars' (#14) from release-public-url into master
Release / build (release) Successful in 18m36s
2026-09-25 16:36:40 +00:00
selimaj-devandclaude e3d1e4a442 Point common at the panorama downscale merge commit
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 18:36:24 +02:00
selimaj-devandclaude 04605f6855 Upload release jars through the public URL again, with a size guard
gitea:3000 isn't resolvable from act_runner's job containers, which run
on their own Docker network. With the panorama downscaled in common the
jars are ~45 MB, under the Cloudflare tunnel's 100 MB request limit, so
upload through github.server_url again. Fail with a readable error
before uploading if any jar is 100 MB or more.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 18:31:14 +02:00
selimaj-dev 451ac986c0 Merge pull request 'Release workflow: upload through Gitea's internal address; add manual trigger' (#13) from release-upload-internal-url into master
Reviewed-on: #13
2026-09-25 15:35:17 +00:00
selimaj-devandclaude 80d478d2c9 Upload release jars through Gitea's internal address
The Cloudflare tunnel in front of git.selimaj.dev rejects the jar
uploads with 413 Payload Too Large. Call the API at http://gitea:3000
instead, look the release up by tag, and add a workflow_dispatch trigger
that builds a given tag and attaches the jars to its existing release.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 17:32:52 +02:00
selimaj-dev 79719262a2 Merge pull request 'Release workflow: build every version and attach jars; release 0.1.1-beta' (#12) from release-workflow into master
Release / build (release) Failing after 20m1s
Reviewed-on: #12
2026-09-25 14:39:58 +00:00
selimaj-devandclaude 806c4ab643 Make mod_version the source of truth for releases; bump to 0.1.1-beta
The release workflow no longer overrides mod_version from the tag.
Instead it fails early unless the release tag (optionally prefixed with
"v") matches mod_version in gradle.properties, so released jars always
report the same version as the code the version check sees.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 16:34:03 +02:00
selimaj-devandclaude 6ee8b64a38 Add release workflow that builds every version and attaches the jars
On a published release, build all versions with buildAll using the tag
as the mod version, and upload build/allJars/*.jar to the release.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 16:33:42 +02:00
selimaj-dev a97e5703c9 Merge pull request 'Mojang session auth and version check; release 0.1.0-beta3' (#11) from mojang-session-auth into master
Reviewed-on: #11
2026-09-25 13:29:55 +00:00
selimaj-devandclaude 39f140dae1 Mojang session auth and version check; release 0.1.0-beta3
- Implement SaturnProvider.getModVersion() (Fabric mod metadata) and
  showWarning() (15 s SystemToast) in every version
- Bump mod_version to 0.1.0-beta3, the first version on the new
  Mojang session-server authentication
- Point common at its merge commit for the new auth flow and version check

Fixes #7

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 15:27:27 +02:00
selimaj-devandclaude 632591f8d8 Point common at its master merge commit
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:49:46 +02:00
selimaj-dev 66e994b5ab Merge pull request 'Reconnect to the Saturn server and time out requests (session-java 0.2.0)' (#10) from reconnect-and-timeouts into master
Reviewed-on: #10
2026-09-25 12:48:27 +00:00
selimaj-devandclaude 1d56094388 Use session-java 0.2.0 from the Gitea registry; reconnect and timeouts
Replace JitPack (which can no longer build session-java since its GitHub
repo is gone) with the Gitea package registry in every build file, move
to dev.selimaj:session-java:0.2.0, and bump common for server reconnect
and request timeouts.

Fixes #4, fixes #5.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:46:45 +02:00
selimaj-devandclaude 69f572288f Point common at its master merge commit
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:11:20 +02:00
selimaj-dev 1a5c7f2a2c Merge pull request 'Keep server tab names and team formatting; fix player lookups' (#9) from fix-tablist-and-player-lookups into master
Reviewed-on: #9
2026-09-25 12:01:39 +00:00
selimaj-devandclaude 68734f6ac5 Keep server tab names and team formatting in the tab list
TabListMixin @Overwrote PlayerListEntry.getDisplayName() and always
returned the bare profile name, dropping server-set display names (rank
prefixes, colours) and, by never returning null, vanilla's team
decoration, for every player. Inject at RETURN instead: non-Saturn
players keep the original value, and Saturn players get the icon in
front of the original name, or the team-decorated profile name when the
server set none.

Also bump common for the player-lookup and thread-safety fixes.

Fixes #3. Refs #2, #6.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:00:39 +02:00
selimaj-dev 333c408d1b Merge pull request 'Bye github!' (#1) from bye-github into master
Reviewed-on: #1
2026-09-24 22:17:53 +00:00
selimaj-dev 3c57328b3c byebye github 2026-09-25 00:13:58 +02:00
selimaj-dev 08178b60fe removed module 2026-09-25 00:12:43 +02:00
selimaj-dev 4342233876 Merge pull request #81 from saturnclientmc/cloak-physics
Cloak physics
2026-04-10 05:27:51 +02:00
selimaj-dev 89cb467016 Improved cloak max x speed 2026-04-10 04:10:57 +02:00
selimaj-dev 9488a8647e Improved cloak physics 1.21.4 2026-04-10 04:07:26 +02:00
selimaj-dev fa1d1f312a Improved cloak physics 1.21.5 2026-04-10 04:07:12 +02:00
selimaj-dev b359224ecd Improved cloak physics 1.21.6 2026-04-10 04:06:33 +02:00
selimaj-dev a909aa880a Improved cloak physics 1.21.7 2026-04-10 04:06:02 +02:00
selimaj-dev 8f8fec0816 Improved cloak physics 1.21.8 2026-04-10 04:04:36 +02:00
selimaj-dev c2d20492c3 Improved cloak physics 1.21.9 2026-04-10 04:02:28 +02:00
selimaj-dev 4a7eade70d Improved cloak physics 1.21.10 2026-04-10 04:02:08 +02:00
selimaj-dev 6466d8d8fd Improved cloak physics 2026-04-10 04:00:58 +02:00
Kr4ight 2a3034be2c Fix inputs #80 2026-04-09 01:28:04 +02:00
37 changed files with 2091 additions and 1029 deletions
+97
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@@ -0,0 +1,97 @@
name: Release
# Publishing a release builds every Minecraft version and attaches the mod jars
# to it. mod_version in gradle.properties is the source of truth: the release
# tag must match it (a leading "v" is allowed), so bump mod_version in a PR
# before tagging the release.
#
# To (re)attach jars to an existing release, run this workflow manually with
# the release's tag.
on:
release:
types: [published]
workflow_dispatch:
inputs:
tag:
description: Tag of the existing release to build and attach jars to
required: true
permissions:
contents: write
env:
TAG: ${{ github.event.release.tag_name || inputs.tag }}
# The public address. Uploads go through the Cloudflare tunnel, which caps
# request bodies at 100 MB, so each mod jar must stay under that.
GITEA_API: ${{ github.server_url }}/api/v1
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
ref: ${{ env.TAG }}
submodules: true
- name: Check tag matches mod_version
run: |
MOD_VERSION="$(sed -n 's/^mod_version=//p' gradle.properties | tr -d '[:space:]')"
if [ "${TAG#v}" != "$MOD_VERSION" ]; then
echo "::error::Release tag '$TAG' doesn't match mod_version '$MOD_VERSION' in gradle.properties. Bump mod_version to '${TAG#v}' on the release branch, or tag the release '$MOD_VERSION'." >&2
exit 1
fi
echo "Building Saturn Client $MOD_VERSION"
- name: Set up Java 21
uses: actions/setup-java@v4
with:
distribution: temurin
java-version: 21
cache: gradle
- name: Build all versions
run: |
chmod +x gradlew
# buildAll remaps every versions/* project in parallel into build/allJars.
./gradlew buildAll --no-daemon --stacktrace
- name: Upload jars to the release
env:
TOKEN: ${{ secrets.GITEA_TOKEN }}
REPO: ${{ github.repository }}
run: |
shopt -s nullglob
jars=(build/allJars/*.jar)
if [ ${#jars[@]} -eq 0 ]; then
echo "No jars found in build/allJars" >&2
exit 1
fi
# Cloudflare in front of the server rejects uploads of 100 MB or more.
for jar in "${jars[@]}"; do
size=$(stat -c%s "$jar")
if [ "$size" -ge 100000000 ]; then
echo "::error::$(basename "$jar") is $((size / 1000000)) MB; uploads must be under 100 MB. Check what's taking space with: unzip -l \"$jar\" | sort -n" >&2
exit 1
fi
done
# Look the release up by tag so manual runs work too.
RELEASE_ID="$(curl --fail-with-body -sS -H "Authorization: token $TOKEN" \
"$GITEA_API/repos/$REPO/releases/tags/$TAG" \
| grep -o '"id":[0-9]*' | head -n1 | cut -d: -f2)"
if [ -z "$RELEASE_ID" ]; then
echo "No release found for tag $TAG" >&2
exit 1
fi
for jar in "${jars[@]}"; do
echo "Uploading $(basename "$jar") to release $TAG ($RELEASE_ID)"
curl --fail-with-body -sS -X POST \
-H "Authorization: token $TOKEN" \
-F "attachment=@$jar" \
"$GITEA_API/repos/$REPO/releases/$RELEASE_ID/assets"
echo
done
+1 -1
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@@ -1,3 +1,3 @@
[submodule "common"]
path = common
url = https://github.com/saturnclientmc/common.git
url = https://git.selimaj.dev/saturnclientmc/common.git
+1 -1
View File
@@ -3,7 +3,7 @@ subprojects {
repositories {
maven { url "https://maven.fabricmc.net/" }
maven { url "https://jitpack.io" }
maven { url "https://git.selimaj.dev/api/packages/selimaj-dev/maven" }
mavenCentral()
}
+1 -1
Submodule common updated: 1ddfd9d024...5df42e2b7c
+1 -1
View File
@@ -4,4 +4,4 @@ org.gradle.parallel=true
# IntelliJ IDEA is not yet fully compatible with configuration cache, see: https://github.com/FabricMC/fabric-loom/issues/1349
org.gradle.configuration-cache=false
mod_version=0.1.0-beta2
mod_version=0.1.1-beta
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
// maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,15 +2,19 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
import org.saturnclient.cosmetics.Cloaks;
import org.saturnclient.impl.cosmetics.utils.ShaderUtils;
import org.saturnclient.saturnclient.SaturnRenderState;
import net.minecraft.client.render.OverlayTexture;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.command.OrderedRenderCommandQueue;
import net.minecraft.client.render.entity.equipment.EquipmentModel;
import net.minecraft.client.render.entity.equipment.EquipmentModelLoader;
@@ -25,6 +29,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -39,6 +44,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -96,165 +103,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -271,78 +393,15 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private long lastUpdate = 0;
public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int light,
PlayerEntityRenderState playerEntityRenderState, float f, float g) {
if (playerEntityRenderState.invisible || !playerEntityRenderState.capeVisible
|| playerEntityRenderState.skinTextures.cape() != null) {
return;
}
SaturnPlayer player = SaturnPlayer.get(playerEntityRenderState.displayName.getString());
if (player == null) {
return;
}
IdentifierRef customCape = Cloaks.getCurrentCloakTexture(player.cloak);
if (customCape == null
|| this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack, LayerType.WINGS)) {
return;
}
int minBrightness = 7;
int blockLight = (light >> 4) & 0xF;
int skyLight = (light >> 20) & 0xF;
blockLight = Math.max(blockLight, minBrightness);
skyLight = Math.max(skyLight, minBrightness);
light = (skyLight << 20) | (blockLight << 4);
VertexConsumer vertexConsumer = vertexConsumerProvider
.getBuffer(ShaderUtils.getRenderLayer(customCape));
matrixStack.push();
matrixStack.translate(0.0f, 0.0f, 0.12f);
if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack, LayerType.HUMANOID)) {
matrixStack.translate(0.0F, -0.053125F, 0.06875F);
}
if (playerEntityRenderState.isInSneakingPose) {
matrixStack.translate(0, 0.16f, 0.0f);
matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(29.0f));
}
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
float value = Math.max(0.0f, Math.min(2.0f, playerEntityRenderState.isSwimming ? 0.0f : velX + velY));
if (Config.cloakPhysics.value) {
updateSegmentValues(segmentValues[0] + (value - segmentValues[0]) * 0.3f);
} else {
Arrays.fill(segmentValues, segmentValues[0] + (value - segmentValues[0]) * 0.05f);
}
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@Override
public void render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, PlayerEntityRenderState state,
float limbAngle, float limbDistance) {
if (state.displayName == null || state.invisible || !state.capeVisible
if (state.invisible || !state.capeVisible
|| state.skinTextures.cape() != null) {
return;
}
SaturnPlayer player = SaturnPlayer.get(state.displayName.getString());
SaturnPlayer player = state.getData(SaturnRenderState.saturnDataKey);
if (player == null) {
return;
@@ -376,7 +435,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, state.field_53537 / 108.0f);
float velX = Math.min(0.8f, state.field_53537 / 108.0f);
float rawVelY = state.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -392,8 +451,10 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
final int l = light;
horizontalCurve = MathHelper.clamp(state.field_53537 / 150.0f, -1.0f, 1.0f);
queue.submitCustom(matrices, ShaderUtils.getRenderLayer(customCape), (entry, vertexConsumer) -> {
renderCape(matrices, vertexConsumer, state, l, OverlayTexture.DEFAULT_UV);
renderCape(entry, vertexConsumer, state, l, OverlayTexture.DEFAULT_UV);
});
matrices.pop();
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -59,6 +64,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.name();
UUID uuid = profile.id();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
// maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -262,8 +262,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * (1.0f - ((float) x / H_PARTS));
float buEnd = backU1 + (backU2 - backU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
@@ -292,35 +292,13 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buStart, bvStart, buEnd, bvEnd,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = 0)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = leftV1 + leftPartV * (PARTS - i);
float vEnd = leftV1 + leftPartV * (PARTS - (i + 1));
// FLIPPED: swap v + swap vertical vertex order
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot, // flipped vertically
leftU1, vEnd, // swapped V
leftU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = H_PARTS)
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
@@ -330,15 +308,35 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = rightV1 + rightPartV * (PARTS - i);
float vEnd = rightV1 + rightPartV * (PARTS - (i + 1));
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
// FLIPPED: swap v + swap vertical vertex order
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot, // flipped vertically
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, -1, 0, 0, false);
light, overlay, 1, 0, 0, false);
}
// =============================
@@ -419,6 +417,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
int blockLight = (light >> 4) & 0xF;
int skyLight = (light >> 20) & 0xF;
blockLight = Math.max(blockLight, minBrightness);
skyLight = Math.max(skyLight, minBrightness);
light = (skyLight << 20) | (blockLight << 4);
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -59,6 +64,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.name();
UUID uuid = profile.id();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,6 +2,10 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
@@ -24,6 +28,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -38,6 +43,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -95,165 +102,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -279,7 +401,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
SaturnPlayer player = SaturnPlayer.get(playerEntityRenderState.name);
if (player == null || player.cloak.isEmpty()) {
if (player == null) {
return;
}
@@ -314,7 +436,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float velX = Math.min(0.8f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -328,7 +450,9 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
horizontalCurve = MathHelper.clamp(playerEntityRenderState.field_53537 / 150.0f, -1.0f, 1.0f);
renderCape(matrixStack.peek(), vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -65,6 +70,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.getName();
UUID uuid = profile.getId();
if (SaturnPlayer.get(name, uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,6 +2,10 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
@@ -24,6 +28,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -38,6 +43,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -95,165 +102,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -314,7 +436,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float velX = Math.min(0.8f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -328,7 +450,9 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
horizontalCurve = MathHelper.clamp(playerEntityRenderState.field_53537 / 150.0f, -1.0f, 1.0f);
renderCape(matrixStack.peek(), vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -65,6 +70,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.getName();
UUID uuid = profile.getId();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
// maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,6 +2,10 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
@@ -24,6 +28,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -38,6 +43,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -95,165 +102,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -314,7 +436,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float velX = Math.min(0.8f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -328,7 +450,9 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
horizontalCurve = MathHelper.clamp(playerEntityRenderState.field_53537 / 150.0f, -1.0f, 1.0f);
renderCape(matrixStack.peek(), vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -59,6 +64,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.getName();
UUID uuid = profile.getId();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
// maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,6 +2,10 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
@@ -24,6 +28,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -38,6 +43,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -95,165 +102,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -314,7 +436,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float velX = Math.min(0.8f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -328,7 +450,9 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
horizontalCurve = MathHelper.clamp(playerEntityRenderState.field_53537 / 150.0f, -1.0f, 1.0f);
renderCape(matrixStack.peek(), vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -59,6 +64,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.getName();
UUID uuid = profile.getId();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
// maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,6 +2,10 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
@@ -24,6 +28,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -38,6 +43,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -95,165 +102,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -314,7 +436,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float velX = Math.min(0.8f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -328,7 +450,9 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
horizontalCurve = MathHelper.clamp(playerEntityRenderState.field_53537 / 150.0f, -1.0f, 1.0f);
renderCape(matrixStack.peek(), vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -59,6 +64,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.getName();
UUID uuid = profile.getId();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}
+2 -2
View File
@@ -12,7 +12,7 @@ base {
repositories {
// maven { name = "KoSmX Maven"; url = 'https://maven.kosmx.dev/' }
maven { name = "JitPack"; url = 'https://jitpack.io' }
maven { name = "Selimaj"; url = 'https://git.selimaj.dev/api/packages/selimaj-dev/maven' }
}
dependencies {
@@ -31,7 +31,7 @@ dependencies {
implementation project(":common")
include implementation("com.github.selimaj-dev:session-java:0.1.6")
include implementation("dev.selimaj:session-java:0.2.0")
include implementation("de.javagl:obj:0.4.0")
include implementation("com.formdev:svgSalamander:1.1.4")
include implementation("com.fasterxml.jackson.core:jackson-databind:2.17.0")
@@ -2,15 +2,19 @@ package org.saturnclient.impl.cosmetics;
import java.util.Arrays;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector3f;
import org.joml.Vector4f;
import org.saturnclient.client.player.SaturnPlayer;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.config.Config;
import org.saturnclient.cosmetics.Cloaks;
import org.saturnclient.impl.cosmetics.utils.ShaderUtils;
import org.saturnclient.saturnclient.SaturnRenderState;
import net.minecraft.client.render.OverlayTexture;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.command.OrderedRenderCommandQueue;
import net.minecraft.client.render.entity.equipment.EquipmentModel;
import net.minecraft.client.render.entity.equipment.EquipmentModelLoader;
@@ -25,6 +29,7 @@ import net.minecraft.component.type.EquippableComponent;
import net.minecraft.item.ItemStack;
import net.minecraft.item.equipment.EquipmentAsset;
import net.minecraft.registry.RegistryKey;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
@@ -39,6 +44,8 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private final EquipmentModelLoader equipmentModelLoader;
private static final int PARTS = 24;
private final float[] segmentValues = new float[PARTS];
private static final int H_PARTS = 6;
private float horizontalCurve = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
@@ -96,165 +103,280 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
Vec3d pos, int color,
float u, float v, int overlay, int light,
float nx, float ny, float nz) {
Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
p.mul(posMat);
Vector3f n = new Vector3f(nx, ny, nz);
n.mul(normalMat);
vc.vertex(
p.x(), p.y(), p.z(),
color,
u, v,
overlay, light,
n.x(), n.y(), n.z());
}
private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack.Entry entry,
Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
float u1, float v1, float u2, float v2, int light, int overlay,
float normalX, float normalY, float normalZ, boolean flipWinding) {
MatrixStack.Entry entry = matrixStack.peek();
// Extract matrix (you must transform positions manually now)
Matrix4f pos = entry.getPositionMatrix();
Matrix3f normalMat = entry.getNormalMatrix();
int color = 0xFFFFFFFF; // white RGBA
if (!flipWinding) {
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
} else {
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
normalZ);
vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
normalZ);
}
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer, PlayerEntityRenderState playerState,
int light, int overlay) {
private void renderCape(MatrixStack.Entry entry, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
float x1 = -capeWidth / 2.0f;
float x2 = capeWidth / 2.0f;
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
float curY = 0.0f;
float curZ = 0.0f;
// =============================
// 1. Spine
// =============================
float[] spineY = new float[PARTS + 1];
float[] spineZ = new float[PARTS + 1];
float partHeight = capeHeight / PARTS;
for (int i = 0; i < PARTS; i++) {
float angle = (2.0f - segmentValues[i]) * ((float) Math.PI / 2f);
float dirY = -(float) Math.cos(angle);
float dirZ = (float) Math.sin(angle);
// 1. Thickness at the START of this segment (Must match PREVIOUS segment's end)
float prevAngle = (i > 0) ? (2.0f - segmentValues[i - 1]) * ((float) Math.PI / 2f) : angle;
float startAvgAngle = (angle + prevAngle) / 2.0f;
float thickYStart = (float) Math.sin(startAvgAngle) * capeDepth;
float thickZStart = (float) Math.cos(startAvgAngle) * capeDepth;
spineY[i + 1] = spineY[i] + dirY * partHeight;
spineZ[i + 1] = spineZ[i] + dirZ * partHeight;
}
// 2. Thickness at the END of this segment (Must match NEXT segment's start)
float nextAngle = (i < PARTS - 1) ? (2.0f - segmentValues[i + 1]) * ((float) Math.PI / 2f) : angle;
float endAvgAngle = (angle + nextAngle) / 2.0f;
float thickYEnd = (float) Math.sin(endAvgAngle) * capeDepth;
float thickZEnd = (float) Math.cos(endAvgAngle) * capeDepth;
// =============================
// 2. Grid
// =============================
float nextY = curY + dirY * capePartHeight;
float nextZ = curZ + dirZ * capePartHeight;
Vec3d[][] inner = new Vec3d[H_PARTS + 1][PARTS + 1];
Vec3d[][] outer = new Vec3d[H_PARTS + 1][PARTS + 1];
// Inner Vertices (The spine of the cape)
Vec3d innerTopLeft = new Vec3d(x2, curY, curZ);
Vec3d innerTopRight = new Vec3d(x1, curY, curZ);
Vec3d innerBotLeft = new Vec3d(x2, nextY, nextZ);
Vec3d innerBotRight = new Vec3d(x1, nextY, nextZ);
for (int x = 0; x <= H_PARTS; x++) {
// Outer Vertices (Offset by the specific joint thickness)
Vec3d outerTopLeft = new Vec3d(x2, curY - thickYStart, curZ - thickZStart);
Vec3d outerTopRight = new Vec3d(x1, curY - thickYStart, curZ - thickZStart);
Vec3d outerBotLeft = new Vec3d(x2, nextY - thickYEnd, nextZ - thickZEnd);
Vec3d outerBotRight = new Vec3d(x1, nextY - thickYEnd, nextZ - thickZEnd);
float t = (float) x / H_PARTS;
float xPos = -capeWidth / 2.0f + capeWidth * t;
// FRONT (facing camera)
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, outerBotLeft, outerTopLeft, outerTopRight,
frontU2, frontV1 + (frontPartV * i), frontU1, frontV1 + (frontPartV * (i + 1)),
light, overlay, 0, 0, 1, false);
float centered = t - 0.5f;
float curve = (centered * centered) * 0.3f;
float zCurve = (curve * horizontalCurve) / PARTS;
// BACK (Facing player)
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, innerTopRight, innerTopLeft,
backU2, backV1 + (backPartV * i), backU1, backV1 + (backPartV * (i + 1)),
light, overlay, 0, 0, -1, false);
for (int i = 0; i <= PARTS; i++) {
float y = spineY[i];
float z = spineZ[i];
// LEFT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, outerBotLeft, outerTopLeft, innerTopLeft,
leftU1, leftV1 + (leftPartV * i), leftU2, leftV1 + (leftPartV * (i + 1)),
light, overlay, 1, 0, 0, false);
int idx = Math.min(i, PARTS - 1);
// angle: 0 is horizontal (y-flat), PI/2 is vertical (z-flat)
float angle = (2.0f - segmentValues[idx]) * ((float) Math.PI / 2f);
// RIGHT EDGE
this.renderCapeQuad(vertexConsumer, matrixStack,
outerBotRight, innerBotRight, innerTopRight, outerTopRight,
rightU1, rightV1 + (rightPartV * i), rightU2, rightV1 + (rightPartV * (i + 1)),
float cosA = (float) Math.cos(angle);
float sinA = (float) Math.sin(angle);
// Calculate how much the horizontal curve shifts the vertex
float currentCurve = zCurve * i;
// Rotate the curve offset so it aligns with the cape's tilt
float curveY = sinA * currentCurve;
float curveZ = cosA * currentCurve;
float thickY = sinA * capeDepth;
float thickZ = cosA * capeDepth;
inner[x][i] = new Vec3d(xPos, y - curveY, z - curveZ);
outer[x][i] = new Vec3d(xPos, (y - curveY) - thickY, (z - curveZ) - thickZ);
}
}
// =============================
// 3. Front + Back
// =============================
for (int x = 0; x < H_PARTS; x++) {
float uStart = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) x / H_PARTS));
float uEnd = frontU1 + (frontU2 - frontU1) * (1.0f - ((float) (x + 1) / H_PARTS));
float buStart = backU1 + (backU2 - backU1) * ((float) x / H_PARTS);
float buEnd = backU1 + (backU2 - backU1) * ((float) (x + 1) / H_PARTS);
for (int i = 0; i < PARTS; i++) {
float vStart = frontV1 + frontPartV * i;
float vEnd = frontV1 + frontPartV * (i + 1);
float bvStart = backV1 + backPartV * i;
float bvEnd = backV1 + backPartV * (i + 1);
Vec3d innerTL = inner[x + 1][i];
Vec3d innerTR = inner[x][i];
Vec3d innerBL = inner[x + 1][i + 1];
Vec3d innerBR = inner[x][i + 1];
Vec3d outerTL = outer[x + 1][i];
Vec3d outerTR = outer[x][i];
Vec3d outerBL = outer[x + 1][i + 1];
Vec3d outerBR = outer[x][i + 1];
// FRONT
renderCapeQuad(vertexConsumer, entry,
outerBR, outerBL, outerTL, outerTR,
uStart, vStart, uEnd, vEnd,
light, overlay, 0, 0, 1, false);
// BACK
renderCapeQuad(vertexConsumer, entry,
innerBL, innerBR, innerTR, innerTL,
buEnd, bvStart, buStart, bvEnd,
light, overlay, 0, 0, -1, false);
}
}
// =============================
// 4. LEFT SIDE (x = H_PARTS)
// =============================
for (int i = 0; i < PARTS; i++) {
Vec3d innerTop = inner[H_PARTS][i];
Vec3d innerBot = inner[H_PARTS][i + 1];
Vec3d outerTop = outer[H_PARTS][i];
Vec3d outerBot = outer[H_PARTS][i + 1];
float vStart = leftV1 + leftPartV * i;
float vEnd = leftV1 + leftPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
innerTop, outerTop, outerBot, innerBot,
leftU1, vEnd,
leftU2, vStart,
light, overlay, -1, 0, 0, false);
}
// TOP FACE (Only on first segment)
if (i == 0) {
this.renderCapeQuad(vertexConsumer, matrixStack,
outerTopLeft, outerTopRight, innerTopRight, innerTopLeft,
topU1, topV1, topU2, topV2, light, overlay, 0, 1, 0, false);
}
// =============================
// 5. RIGHT SIDE (x = 0)
// =============================
// BOTTOM FACE (Only on last segment)
if (i == PARTS - 1) {
this.renderCapeQuad(vertexConsumer, matrixStack,
innerBotLeft, innerBotRight, outerBotRight, outerBotLeft,
bottomU1, bottomV1, bottomU2, bottomV2, light, overlay, 0, -1, 0, false);
}
for (int i = 0; i < PARTS; i++) {
curY = nextY;
curZ = nextZ;
Vec3d innerTop = inner[0][i];
Vec3d innerBot = inner[0][i + 1];
Vec3d outerTop = outer[0][i];
Vec3d outerBot = outer[0][i + 1];
float vStart = rightV1 + rightPartV * i;
float vEnd = rightV1 + rightPartV * (i + 1);
renderCapeQuad(vertexConsumer, entry,
outerTop, innerTop, innerBot, outerBot,
rightU1, vEnd,
rightU2, vStart,
light, overlay, 1, 0, 0, false);
}
// =============================
// 6. TOP (i = 0)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d outerL = outer[x][0];
Vec3d outerR = outer[x + 1][0];
Vec3d innerR = inner[x + 1][0];
Vec3d innerL = inner[x][0];
float uStart = topU1 + (topU2 - topU1) * ((float) x / H_PARTS);
float uEnd = topU1 + (topU2 - topU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
outerL, outerR, innerR, innerL,
uStart, topV1, uEnd, topV2,
light, overlay, 0, 1, 0, false);
}
// =============================
// 7. BOTTOM (i = PARTS)
// =============================
for (int x = 0; x < H_PARTS; x++) {
Vec3d innerL = inner[x][PARTS];
Vec3d innerR = inner[x + 1][PARTS];
Vec3d outerR = outer[x + 1][PARTS];
Vec3d outerL = outer[x][PARTS];
float uStart = bottomU1 + (bottomU2 - bottomU1) * ((float) x / H_PARTS);
float uEnd = bottomU1 + (bottomU2 - bottomU1) * ((float) (x + 1) / H_PARTS);
renderCapeQuad(vertexConsumer, entry,
innerL, innerR, outerR, outerL,
uStart, bottomV1, uEnd, bottomV2,
light, overlay, 0, -1, 0, false);
}
}
@@ -271,78 +393,15 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
private long lastUpdate = 0;
public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int light,
PlayerEntityRenderState playerEntityRenderState, float f, float g) {
if (playerEntityRenderState.invisible || !playerEntityRenderState.capeVisible
|| playerEntityRenderState.skinTextures.cape() != null) {
return;
}
SaturnPlayer player = SaturnPlayer.get(playerEntityRenderState.displayName.getString());
if (player == null) {
return;
}
IdentifierRef customCape = Cloaks.getCurrentCloakTexture(player.cloak);
if (customCape == null
|| this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack, LayerType.WINGS)) {
return;
}
int minBrightness = 7;
int blockLight = (light >> 4) & 0xF;
int skyLight = (light >> 20) & 0xF;
blockLight = Math.max(blockLight, minBrightness);
skyLight = Math.max(skyLight, minBrightness);
light = (skyLight << 20) | (blockLight << 4);
VertexConsumer vertexConsumer = vertexConsumerProvider
.getBuffer(ShaderUtils.getRenderLayer(customCape));
matrixStack.push();
matrixStack.translate(0.0f, 0.0f, 0.12f);
if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack, LayerType.HUMANOID)) {
matrixStack.translate(0.0F, -0.053125F, 0.06875F);
}
if (playerEntityRenderState.isInSneakingPose) {
matrixStack.translate(0, 0.16f, 0.0f);
matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(29.0f));
}
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, playerEntityRenderState.field_53537 / 108.0f);
float rawVelY = playerEntityRenderState.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
float value = Math.max(0.0f, Math.min(2.0f, playerEntityRenderState.isSwimming ? 0.0f : velX + velY));
if (Config.cloakPhysics.value) {
updateSegmentValues(segmentValues[0] + (value - segmentValues[0]) * 0.3f);
} else {
Arrays.fill(segmentValues, segmentValues[0] + (value - segmentValues[0]) * 0.05f);
}
lastUpdate = now;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light, OverlayTexture.DEFAULT_UV);
matrixStack.pop();
}
@Override
public void render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, PlayerEntityRenderState state,
float limbAngle, float limbDistance) {
if (state.displayName == null || state.invisible || !state.capeVisible
if (state.invisible || !state.capeVisible
|| state.skinTextures.cape() != null) {
return;
}
SaturnPlayer player = SaturnPlayer.get(state.displayName.getString());
SaturnPlayer player = state.getData(SaturnRenderState.saturnDataKey);
if (player == null) {
return;
@@ -376,7 +435,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
long now = System.currentTimeMillis();
if (now - lastUpdate >= 20) {
float velX = Math.min(0.6f, state.field_53537 / 108.0f);
float velX = Math.min(0.8f, state.field_53537 / 108.0f);
float rawVelY = state.field_53536;
float velY = (rawVelY > 3.4f ? rawVelY : rawVelY < -3.4f ? rawVelY : 0.0f) / 16;
@@ -392,8 +451,10 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
final int l = light;
horizontalCurve = MathHelper.clamp(state.field_53537 / 150.0f, -1.0f, 1.0f);
queue.submitCustom(matrices, ShaderUtils.getRenderLayer(customCape), (entry, vertexConsumer) -> {
renderCape(matrices, vertexConsumer, state, l, OverlayTexture.DEFAULT_UV);
renderCape(entry, vertexConsumer, state, l, OverlayTexture.DEFAULT_UV);
});
matrices.pop();
@@ -3,6 +3,11 @@ package org.saturnclient.impl.provider;
import java.awt.image.BufferedImage;
import java.util.UUID;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.toast.SystemToast;
import net.minecraft.text.Text;
import org.saturnclient.common.provider.SaturnProvider;
import org.saturnclient.common.ref.asset.IdentifierRef;
import org.saturnclient.common.ref.game.MinecraftClientRef;
@@ -59,6 +64,23 @@ public class SaturnProviderImpl implements SaturnProvider {
SaturnClient.LOGGER.error(message, throwable);
}
/** Shown longer than the vanilla default, since these ask the player to act. */
private static final SystemToast.Type WARNING_TOAST = new SystemToast.Type(15_000L);
@Override
public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
.map(mod -> mod.getMetadata().getVersion().getFriendlyString())
.orElse("unknown");
}
@Override
public void showWarning(String title, String message) {
MinecraftClient client = MinecraftClient.getInstance();
client.execute(() -> client.getToastManager().add(
SystemToast.create(client, WARNING_TOAST, Text.literal(title), Text.literal(message))));
}
@Override
public void registerBufferedImageTexture(IdentifierRef i, BufferedImage bi) {
IdentifierUtils.registerBufferedImageTextureFast(i, bi);
@@ -1,43 +1,49 @@
package org.saturnclient.saturnclient.mixin;
import net.minecraft.client.network.PlayerListEntry;
import net.minecraft.scoreboard.Team;
import net.minecraft.text.Text;
import net.minecraft.util.Formatting;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import org.saturnclient.client.player.Roles;
import org.saturnclient.client.player.SaturnPlayer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Overwrite;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import com.mojang.authlib.GameProfile;
@Mixin(PlayerListEntry.class)
public abstract class TabListMixin {
@Shadow
private GameProfile profile;
/**
* @author HexLeo
* @reason Adds the Saturn Client icon to the player's name if they are online
* with Saturn Client
* Adds the Saturn Client icon to the player's name if they are online with
* Saturn Client, keeping any name, rank prefix or team formatting the server
* set.
*/
@Overwrite
@Nullable
public Text getDisplayName() {
GameProfile profile = ((PlayerListEntry) (Object) this).getProfile();
@Inject(method = "getDisplayName", at = @At("RETURN"), cancellable = true)
private void saturn$addSaturnIcon(CallbackInfoReturnable<Text> cir) {
PlayerListEntry entry = (PlayerListEntry) (Object) this;
GameProfile profile = entry.getProfile();
String name = profile.name();
UUID uuid = profile.id();
if (SaturnPlayer.get(uuid) != null) {
return Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid)))
.append(Text.literal(name).styled(style -> style.withColor(Formatting.WHITE)));
if (SaturnPlayer.get(name, uuid) == null) {
return;
}
return Text.literal(name);
Text displayName = cir.getReturnValue();
// With no server-set name, vanilla shows the team-decorated profile name.
if (displayName == null) {
displayName = Team.decorateName(entry.getScoreboardTeam(), Text.literal(name));
}
cir.setReturnValue(Text.empty()
.append(Text.literal(Roles.getSaturnIndicator())
.styled(style -> style.withColor(Roles.getIconColor(uuid))))
.append(displayName));
}
}