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-rw-r--r--Minecraft.Client/ItemInHandRenderer.cpp878
1 files changed, 878 insertions, 0 deletions
diff --git a/Minecraft.Client/ItemInHandRenderer.cpp b/Minecraft.Client/ItemInHandRenderer.cpp
new file mode 100644
index 00000000..cee9254d
--- /dev/null
+++ b/Minecraft.Client/ItemInHandRenderer.cpp
@@ -0,0 +1,878 @@
+#include "stdafx.h"
+#include "ItemInHandRenderer.h"
+#include "TileRenderer.h"
+#include "Tesselator.h"
+#include "Textures.h"
+#include "EntityRenderer.h"
+#include "PlayerRenderer.h"
+#include "EntityRenderDispatcher.h"
+#include "Lighting.h"
+#include "MultiplayerLocalPlayer.h"
+#include "Minimap.h"
+#include "MultiPlayerLevel.h"
+#include "..\Minecraft.World\net.minecraft.world.item.h"
+#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.h"
+#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
+#include "..\Minecraft.World\net.minecraft.world.level.h"
+#include "..\Minecraft.World\net.minecraft.world.h"
+
+int ItemInHandRenderer::list = -1;
+int ItemInHandRenderer::listGlint = -1;
+
+ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
+{
+ // 4J - added
+ height = 0;
+ oHeight = 0;
+ selectedItem = nullptr;
+ tileRenderer = new TileRenderer();
+ lastSlot = -1;
+
+ this->mc = mc;
+ minimap = new Minimap(mc->font, mc->options, mc->textures, optimisedMinimap);
+
+ // 4J - replaced mesh that is used to render held items with individual cubes, so we can make it all join up properly without seams. This
+ // has a lot more quads in it than the original, so is now precompiled with a UV matrix offset to put it in the final place for the
+ // current icon. Compile it on demand for the first ItemInHandRenderer (list is static)
+ if( list == -1 )
+ {
+ list = MemoryTracker::genLists(1);
+ float dd = 1 / 16.0f;
+
+ glNewList(list, GL_COMPILE);
+ Tesselator *t = Tesselator::getInstance();
+ t->begin();
+ for( int yp = 0; yp < 16; yp++ )
+ for( int xp = 0; xp < 16; xp++ )
+ {
+ float u = (15-xp) / 256.0f;
+ float v = (15-yp) / 256.0f;
+ u += 0.5f / 256.0f;
+ v += 0.5f / 256.0f;
+ float x0 = xp / 16.0f;
+ float x1 = x0 + 1.0f/16.0f;
+ float y0 = yp / 16.0f;
+ float y1 = y0 + 1.0f/16.0f;
+ float z0 = 0.0f;
+ float z1 = -dd;
+
+ t->normal(0, 0, 1);
+ t->vertexUV(x0, y0, z0, u, v);
+ t->vertexUV(x1, y0, z0, u, v);
+ t->vertexUV(x1, y1, z0, u, v);
+ t->vertexUV(x0, y1, z0, u, v);
+ t->normal(0, 0, -1);
+ t->vertexUV(x0, y1, z1, u, v);
+ t->vertexUV(x1, y1, z1, u, v);
+ t->vertexUV(x1, y0, z1, u, v);
+ t->vertexUV(x0, y0, z1, u, v);
+ t->normal(-1, 0, 0);
+ t->vertexUV(x0, y0, z1, u, v);
+ t->vertexUV(x0, y0, z0, u, v);
+ t->vertexUV(x0, y1, z0, u, v);
+ t->vertexUV(x0, y1, z1, u, v);
+ t->normal(1, 0, 0);
+ t->vertexUV(x1, y1, z1, u, v);
+ t->vertexUV(x1, y1, z0, u, v);
+ t->vertexUV(x1, y0, z0, u, v);
+ t->vertexUV(x1, y0, z1, u, v);
+ t->normal(0, 1, 0);
+ t->vertexUV(x1, y0, z0, u, v);
+ t->vertexUV(x0, y0, z0, u, v);
+ t->vertexUV(x0, y0, z1, u, v);
+ t->vertexUV(x1, y0, z1, u, v);
+ t->normal(0, -1, 0);
+ t->vertexUV(x1, y1, z1, u, v);
+ t->vertexUV(x0, y1, z1, u, v);
+ t->vertexUV(x0, y1, z0, u, v);
+ t->vertexUV(x1, y1, z0, u, v);
+ }
+ t->end();
+ glEndList();
+ }
+
+ // Also create special object for glint overlays - this is the same as the previous one, with a different UV scalings, and depth test set to equal
+ if( listGlint == -1 )
+ {
+ listGlint = MemoryTracker::genLists(1);
+ float dd = 1 / 16.0f;
+
+ glNewList(listGlint, GL_COMPILE);
+ glDepthFunc(GL_EQUAL);
+ Tesselator *t = Tesselator::getInstance();
+ t->begin();
+ for( int yp = 0; yp < 16; yp++ )
+ for( int xp = 0; xp < 16; xp++ )
+ {
+ float u0 = (15-xp) / 16.0f;
+ float v0 = (15-yp) / 16.0f;
+ float u1 = u0 - (1.0f/16.0f);
+ float v1 = v0 - (1.0f/16.0f);;
+
+ float x0 = xp / 16.0f;
+ float x1 = x0 + 1.0f/16.0f;
+ float y0 = yp / 16.0f;
+ float y1 = y0 + 1.0f/16.0f;
+ float z0 = 0.0f;
+ float z1 = -dd;
+
+ float br = 0.76f;
+ t->color(0.5f * br, 0.25f * br, 0.8f * br, 1.0f); // MGH - added the color here, as the glColour below wasn't making it through to render
+
+ t->normal(0, 0, 1);
+ t->vertexUV(x0, y0, z0, u0, v0);
+ t->vertexUV(x1, y0, z0, u1, v0);
+ t->vertexUV(x1, y1, z0, u1, v1);
+ t->vertexUV(x0, y1, z0, u0, v1);
+ t->normal(0, 0, -1);
+ t->vertexUV(x0, y1, z1, u0, v1);
+ t->vertexUV(x1, y1, z1, u1, v1);
+ t->vertexUV(x1, y0, z1, u1, v0);
+ t->vertexUV(x0, y0, z1, u0, v0);
+ t->normal(-1, 0, 0);
+ t->vertexUV(x0, y0, z1, u0, v0);
+ t->vertexUV(x0, y0, z0, u0, v0);
+ t->vertexUV(x0, y1, z0, u0, v1);
+ t->vertexUV(x0, y1, z1, u0, v1);
+ t->normal(1, 0, 0);
+ t->vertexUV(x1, y1, z1, u1, v1);
+ t->vertexUV(x1, y1, z0, u1, v1);
+ t->vertexUV(x1, y0, z0, u1, v0);
+ t->vertexUV(x1, y0, z1, u1, v0);
+ t->normal(0, 1, 0);
+ t->vertexUV(x1, y0, z0, u1, v0);
+ t->vertexUV(x0, y0, z0, u0, v0);
+ t->vertexUV(x0, y0, z1, u0, v0);
+ t->vertexUV(x1, y0, z1, u1, v0);
+ t->normal(0, -1, 0);
+ t->vertexUV(x1, y1, z1, u1, v1);
+ t->vertexUV(x0, y1, z1, u0, v1);
+ t->vertexUV(x0, y1, z0, u0, v1);
+ t->vertexUV(x1, y1, z0, u1, v1);
+ }
+ t->end();
+ glDepthFunc(GL_LEQUAL);
+ glEndList();
+ }
+
+}
+
+void ItemInHandRenderer::renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
+{
+ // 4J - code borrowed from render method below, although not factoring in brightness as that should already be being taken into account
+ // by texture lighting. This is for colourising things held in 3rd person view.
+ if ( (setColor) && (item != NULL) )
+ {
+ int col = Item::items[item->id]->getColor(item,0);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(red, g, b, 1);
+ }
+
+ glPushMatrix();
+ Tile *tile = Tile::tiles[item->id];
+ if (item->getIconType() == Icon::TYPE_TERRAIN && tile != NULL && TileRenderer::canRender(tile->getRenderShape()))
+ {
+ MemSect(31);
+ mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
+ MemSect(0);
+ tileRenderer->renderTile(tile, item->getAuxValue(), SharedConstants::TEXTURE_LIGHTING ? 1.0f : mob->getBrightness(1)); // 4J - change brought forward from 1.8.2
+ }
+ else
+ {
+ MemSect(31);
+ Icon *icon = mob->getItemInHandIcon(item, layer);
+ if (icon == NULL)
+ {
+ glPopMatrix();
+ MemSect(0);
+ return;
+ }
+
+ if (item->getIconType() == Icon::TYPE_TERRAIN)
+ {
+ mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
+ }
+ else
+ {
+ mc->textures->bindTexture(TN_GUI_ITEMS); // 4J was L"/gui/items.png"
+ }
+ MemSect(0);
+ Tesselator *t = Tesselator::getInstance();
+
+ // Consider forcing the mipmap LOD level to use, if this is to be rendered from a larger than standard source texture.
+ int iconWidth = icon->getWidth();
+ int LOD = -1; // Default to not doing anything special with LOD forcing
+ if( iconWidth == 32 )
+ {
+ LOD = 1; // Force LOD level 1 to achieve texture reads from 256x256 map
+ }
+ else if( iconWidth == 64 )
+ {
+ LOD = 2; // Force LOD level 2 to achieve texture reads from 256x256 map
+ }
+ RenderManager.StateSetForceLOD(LOD);
+
+ // 4J Original comment
+ // Yes, these are backwards.
+ // No, I don't know why.
+ // 4J Stu - Make them the right way round...u coords were swapped
+ float u0 = icon->getU0();
+ float u1 = icon->getU1();
+ float v0 = icon->getV0();
+ float v1 = icon->getV1();
+
+ float xo = 0.0f;
+ float yo = 0.3f;
+
+ glEnable(GL_RESCALE_NORMAL);
+ glTranslatef(-xo, -yo, 0);
+ float s = 1.5f;
+ glScalef(s, s, s);
+
+ glRotatef(50, 0, 1, 0);
+ glRotatef(45 + 290, 0, 0, 1);
+ glTranslatef(-15 / 16.0f, -1 / 16.0f, 0);
+ float dd = 1 / 16.0f;
+
+ renderItem3D(t, u0, v0, u1, v1, icon->getSourceWidth(), icon->getSourceHeight(), 1 / 16.0f, false);
+
+ if (item != NULL && item->isFoil() && layer == 0)
+ {
+ glDepthFunc(GL_EQUAL);
+ glDisable(GL_LIGHTING);
+ mc->textures->bind(mc->textures->loadTexture(TN__BLUR__MISC_GLINT)); // 4J was L"%blur%/misc/glint.png"
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_COLOR, GL_ONE);
+ float br = 0.76f;
+ glColor4f(0.5f * br, 0.25f * br, 0.8f * br, 1); // MGH - for some reason this colour isn't making it through to the render, so I've added to the tesselator for the glint geom above
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ float ss = 1 / 8.0f;
+ glScalef(ss, ss, ss);
+ float sx = Minecraft::currentTimeMillis() % (3000) / (3000.0f) * 8;
+ glTranslatef(sx, 0, 0);
+ glRotatef(-50, 0, 0, 1);
+
+ renderItem3D(t, 0, 0, 1, 1, 256, 256, 1 / 16.0f, true);
+ glPopMatrix();
+ glPushMatrix();
+ glScalef(ss, ss, ss);
+ sx = System::currentTimeMillis() % (3000 + 1873) / (3000 + 1873.0f) * 8;
+ glTranslatef(-sx, 0, 0);
+ glRotatef(10, 0, 0, 1);
+ renderItem3D(t, 0, 0, 1, 1, 256, 256, 1 / 16.0f, true);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glDisable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ glDepthFunc(GL_LEQUAL);
+ }
+
+ RenderManager.StateSetForceLOD(-1);
+
+ glDisable(GL_RESCALE_NORMAL);
+ }
+ glPopMatrix();
+}
+
+// 4J added useList parameter
+void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u1, float v1, int width, int height, float depth, bool isGlint)
+{
+ float r = 1.0f;
+
+ // 4J - replaced mesh that is used to render held items with individual cubes, so we can make it all join up properly without seams. This
+ // has a lot more quads in it than the original, so is now precompiled with a UV matrix offset to put it in the final place for the
+ // current icon
+
+ if( isGlint )
+ {
+ glCallList(listGlint);
+ }
+ else
+ {
+ // 4J - replaced mesh that is used to render held items with individual cubes, so we can make it all join up properly without seams. This
+ // has a lot more quads in it than the original, so is now precompiled with a UV matrix offset to put it in the final place for the
+ // current icon
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glTranslatef(u0, v0, 0);
+ glCallList(list);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ }
+ // 4J added since we are setting the colour to other values at the start of the function now
+ glColor4f(1.0f,1.0f,1.0f,1.0f);
+}
+
+void ItemInHandRenderer::render(float a)
+{
+ float h = oHeight + (height - oHeight) * a;
+ shared_ptr<Player> player = mc->player;
+
+ // 4J - added so we can adjust the position of the hands for horizontal & vertical split screens
+ float fudgeX = 0.0f;
+ float fudgeY = 0.0f;
+ float fudgeZ = 0.0f;
+ bool splitHoriz = false;
+ shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
+ if( localPlayer )
+ {
+ if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM ||
+ localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_TOP )
+ {
+ fudgeY = 0.08f;
+ splitHoriz = true;
+ }
+ else if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_LEFT ||
+ localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT )
+ {
+ fudgeX = -0.18f;
+ }
+ }
+
+ float xr = player->xRotO + (player->xRot - player->xRotO) * a;
+
+ glPushMatrix();
+ glRotatef(xr, 1, 0, 0);
+ glRotatef(player->yRotO + (player->yRot - player->yRotO) * a, 0, 1, 0);
+ Lighting::turnOn();
+ glPopMatrix();
+
+ if (localPlayer)
+ {
+ float xrr = localPlayer->xBobO + (localPlayer->xBob - localPlayer->xBobO) * a;
+ float yrr = localPlayer->yBobO + (localPlayer->yBob - localPlayer->yBobO) * a;
+ // 4J - was using player->xRot and yRot directly here rather than interpolating between old & current with a
+ float yr = player->yRotO + (player->yRot - player->yRotO) * a;
+ glRotatef((xr - xrr) * 0.1f, 1, 0, 0);
+ glRotatef((yr - yrr) * 0.1f, 0, 1, 0);
+ }
+
+ shared_ptr<ItemInstance> item = selectedItem;
+
+ float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
+ // 4J - change brought forward from 1.8.2
+ if (SharedConstants::TEXTURE_LIGHTING)
+ {
+ br = 1;
+ int col = mc->level->getLightColor(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z), 0);
+ int u = col % 65536;
+ int v = col / 65536;
+ glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f);
+ glColor4f(1, 1, 1, 1);
+ }
+ if (item != NULL)
+ {
+ int col = Item::items[item->id]->getColor(item,0);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(br * red, br * g, br * b, 1);
+ }
+ else
+ {
+ glColor4f(br, br, br, 1);
+ }
+
+ if (item != NULL && item->id == Item::map->id)
+ {
+ glPushMatrix();
+ float d = 0.8f;
+
+ // 4J - move the map away a bit if we're in horizontal split screen, so it doesn't clip out of the save zone
+ if( splitHoriz )
+ {
+ glTranslatef(0.0f, 0.0f, -0.3f );
+ }
+
+ {
+ float swing = player->getAttackAnim(a);
+
+ float swing1 = Mth::sin(swing * PI);
+ float swing2 = Mth::sin((sqrt(swing)) * PI);
+ glTranslatef(-swing2 * 0.4f, Mth::sin(sqrt(swing) * PI * 2) * 0.2f, -swing1 * 0.2f);
+ }
+
+ float tilt = 1 - xr / 45.0f + 0.1f;
+ if (tilt < 0) tilt = 0;
+ if (tilt > 1) tilt = 1;
+ tilt = -Mth::cos(tilt * PI) * 0.5f + 0.5f;
+
+ glTranslatef(0.0f, 0.0f * d - (1 - h) * 1.2f - tilt * 0.5f + 0.04f, -0.9f * d);
+
+ glRotatef(90, 0, 1, 0);
+ glRotatef((tilt) * -85, 0, 0, 1);
+ glEnable(GL_RESCALE_NORMAL);
+
+
+ {
+ // 4J-PB - if we've got a player texture, use that
+ //glBindTexture(GL_TEXTURE_2D, mc->textures->loadHttpTexture(mc->player->customTextureUrl, mc->player->getTexture()));
+ glBindTexture(GL_TEXTURE_2D, mc->textures->loadMemTexture(mc->player->customTextureUrl, mc->player->getTexture()));
+ mc->textures->clearLastBoundId();
+ for (int i = 0; i < 2; i++)
+ {
+ int flip = i * 2 - 1;
+ glPushMatrix();
+
+ glTranslatef(-0.0f, -0.6f, 1.1f * flip);
+ glRotatef((float)(-45 * flip), 1, 0, 0);
+ glRotatef(-90, 0, 0, 1);
+ glRotatef(59, 0, 0, 1);
+ glRotatef((float)(-65 * flip), 0, 1, 0);
+
+ EntityRenderer *er = EntityRenderDispatcher::instance->getRenderer(mc->player);
+ PlayerRenderer *playerRenderer = (PlayerRenderer *) er;
+ float ss = 1;
+ glScalef(ss, ss, ss);
+
+ // Can't turn off the hand if the player is holding a map
+ shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
+ if ((itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
+ {
+ playerRenderer->renderHand();
+ }
+ glPopMatrix();
+ }
+ }
+
+ {
+ float swing = player->getAttackAnim(a);
+ float swing3 = Mth::sin(swing * swing * PI);
+ float swing2 = Mth::sin(sqrt(swing) * PI);
+ glRotatef(-swing3 * 20, 0, 1, 0);
+ glRotatef(-swing2 * 20, 0, 0, 1);
+ glRotatef(-swing2 * 80, 1, 0, 0);
+ }
+
+ float ss = 0.38f;
+ glScalef(ss, ss, ss);
+
+ glRotatef(90, 0, 1, 0);
+ glRotatef(180, 0, 0, 1);
+
+ glTranslatef(-1, -1, +0);
+
+ float s = 2 / 128.0f;
+ glScalef(s, s, s);
+
+ MemSect(31);
+ mc->textures->bindTexture(TN_MISC_MAPBG); // 4J was L"/misc/mapbg.png"
+ MemSect(0);
+ Tesselator *t = Tesselator::getInstance();
+
+// glNormal3f(0, 0, -1); // 4J - changed to use tesselator
+ t->begin();
+ int vo = 7;
+ t->normal(0,0,-1);
+ t->vertexUV((float)(0 - vo), (float)( 128 + vo), (float)( 0), (float)( 0), (float)( 1));
+ t->vertexUV((float)(128 + vo), (float)( 128 + vo), (float)( 0), (float)( 1), (float)( 1));
+ t->vertexUV((float)(128 + vo), (float)( 0 - vo), (float)( 0), (float)( 1), (float)( 0));
+ t->vertexUV((float)(0 - vo), (float)( 0 - vo), (float)( 0), (float)( 0), (float)( 0));
+ t->end();
+
+ shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
+ PIXBeginNamedEvent(0,"Minimap render");
+ if(data != NULL) minimap->render(mc->player, mc->textures, data, mc->player->entityId);
+ PIXEndNamedEvent();
+
+ glPopMatrix();
+ }
+ else if (item != NULL)
+ {
+ glPushMatrix();
+ float d = 0.8f;
+
+#if defined __ORBIS__ || defined __PS3__
+ static const float swingPowFactor = 1.0f;
+#else
+ static const float swingPowFactor = 4.0f; // 4J added, to slow the swing down when nearest the player for avoiding luminance flash issues
+#endif
+ if (player->getUseItemDuration() > 0)
+ {
+ UseAnim anim = item->getUseAnimation();
+ if ( (anim == UseAnim_eat) || (anim == UseAnim_drink) )
+ {
+ float t = (player->getUseItemDuration() - a + 1);
+ float swing = 1 - (t / item->getUseDuration());
+
+ float is = 1 - swing;
+ is = is * is * is;
+ is = is * is * is;
+ is = is * is * is;
+ float iss = 1 - is;
+ glTranslatef(0, Mth::abs(Mth::cos(t / 4 * PI) * 0.1f) * (swing > 0.2 ? 1 : 0), 0);
+ glTranslatef(iss * 0.6f, -iss * 0.5f, 0);
+ glRotatef(iss * 90, 0, 1, 0);
+ glRotatef(iss * 10, 1, 0, 0);
+ glRotatef(iss * 30, 0, 0, 1);
+ }
+ }
+ else
+ {
+ float swing = powf(player->getAttackAnim(a),swingPowFactor);
+
+ float swing1 = Mth::sin(swing * PI);
+ float swing2 = Mth::sin((sqrt(swing)) * PI);
+ glTranslatef(-swing2 * 0.4f, Mth::sin(sqrt(swing) * PI * 2) * 0.2f, -swing1 * 0.2f);
+
+ }
+
+ glTranslatef(0.7f * d, -0.65f * d - (1 - h) * 0.6f, -0.9f * d);
+ glTranslatef(fudgeX, fudgeY, fudgeZ); // 4J added
+
+ glRotatef(45, 0, 1, 0);
+ glEnable(GL_RESCALE_NORMAL);
+
+ float swing = powf(player->getAttackAnim(a),swingPowFactor);
+ float swing3 = Mth::sin(swing * swing * PI);
+ float swing2 = Mth::sin(sqrt(swing) * PI);
+ glRotatef(-swing3 * 20, 0, 1, 0);
+ glRotatef(-swing2 * 20, 0, 0, 1);
+ glRotatef(-swing2 * 80, 1, 0, 0);
+
+ float ss = 0.4f;
+ glScalef(ss, ss, ss);
+
+ if (player->getUseItemDuration() > 0)
+ {
+ UseAnim anim = item->getUseAnimation();
+ if (anim == UseAnim_block)
+ {
+ glTranslatef(-0.5f, 0.2f, 0.0f);
+ glRotatef(30, 0, 1, 0);
+ glRotatef(-80, 1, 0, 0);
+ glRotatef(60, 0, 1, 0);
+ }
+ else if (anim == UseAnim_bow)
+ {
+
+ glRotatef(-18, 0, 0, 1);
+ glRotatef(-12, 0, 1, 0);
+ glRotatef(-8, 1, 0, 0);
+ glTranslatef(-0.9f, 0.2f, 0.0f);
+ float timeHeld = (item->getUseDuration() - (player->getUseItemDuration() - a + 1));
+ float pow = timeHeld / (float) (BowItem::MAX_DRAW_DURATION);
+ pow = ((pow * pow) + pow * 2) / 3;
+ if (pow > 1) pow = 1;
+ if (pow > 0.1f)
+ {
+ glTranslatef(0, Mth::sin((timeHeld - 0.1f) * 1.3f) * 0.01f * (pow - 0.1f), 0);
+ }
+ glTranslatef(0, 0, pow * 0.1f);
+
+ glRotatef(-45 - 290, 0, 0, 1);
+ glRotatef(-50, 0, 1, 0);
+ glTranslatef(0, 0.5f, 0);
+ float ys = 1 + pow * 0.2f;
+ glScalef(1, 1, ys);
+ glTranslatef(0, -0.5f, 0);
+ glRotatef(50, 0, 1, 0);
+ glRotatef(45 + 290, 0, 0, 1);
+ }
+ }
+
+
+ if (item->getItem()->isMirroredArt())
+ {
+ glRotatef(180, 0, 1, 0);
+ }
+
+ if (item->getItem()->hasMultipleSpriteLayers())
+ {
+ // special case for potions, refactor this when we get more
+ // items that have two layers
+ renderItem(player, item, 0, false);
+
+ int col = Item::items[item->id]->getColor(item, 1);
+ float red = ((col >> 16) & 0xff) / 255.0f;
+ float g = ((col >> 8) & 0xff) / 255.0f;
+ float b = ((col) & 0xff) / 255.0f;
+
+ glColor4f(br * red, br * g, br * b, 1);
+
+ renderItem(player, item, 1, false);
+ }
+ else
+ {
+ renderItem(player, item, 0, false);
+ }
+ glPopMatrix();
+ }
+ else if (!player->isInvisible())
+ {
+ glPushMatrix();
+ float d = 0.8f;
+
+ {
+ float swing = player->getAttackAnim(a);
+
+ float swing1 = Mth::sin(swing * PI);
+ float swing2 = Mth::sin((sqrt(swing)) * PI);
+ glTranslatef(-swing2 * 0.3f, Mth::sin(sqrt(swing) * PI * 2) * 0.4f, -swing1 * 0.4f);
+ }
+
+ glTranslatef(0.8f * d, -0.75f * d - (1 - h) * 0.6f, -0.9f * d);
+ glTranslatef(fudgeX, fudgeY, fudgeZ); // 4J added
+
+ glRotatef(45, 0, 1, 0);
+ glEnable(GL_RESCALE_NORMAL);
+ {
+ float swing = player->getAttackAnim(a);
+ float swing3 = Mth::sin(swing * swing * PI);
+ float swing2 = Mth::sin(sqrt(swing) * PI);
+ glRotatef(swing2 * 70, 0, 1, 0);
+ glRotatef(-swing3 * 20, 0, 0, 1);
+ }
+
+ // 4J-PB - if we've got a player texture, use that
+
+ //glBindTexture(GL_TEXTURE_2D, mc->textures->loadHttpTexture(mc->player->customTextureUrl, mc->player->getTexture()));
+
+ MemSect(31);
+ glBindTexture(GL_TEXTURE_2D, mc->textures->loadMemTexture(mc->player->customTextureUrl, mc->player->getTexture()));
+ MemSect(0);
+ mc->textures->clearLastBoundId();
+ glTranslatef(-1.0f, +3.6f, +3.5f);
+ glRotatef(120, 0, 0, 1);
+ glRotatef(180 + 20, 1, 0, 0);
+ glRotatef(-90 - 45, 0, 1, 0);
+ glScalef(1.5f / 24.0f * 16, 1.5f / 24.0f * 16, 1.5f / 24.0f * 16);
+ glTranslatef(5.6f, 0, 0);
+
+ EntityRenderer *er = EntityRenderDispatcher::instance->getRenderer(mc->player);
+ PlayerRenderer *playerRenderer = (PlayerRenderer *) er;
+ float ss = 1;
+ glScalef(ss, ss, ss);
+ MemSect(31);
+ // Can't turn off the hand if the player is holding a map
+ shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
+
+ if ( (itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
+ {
+ playerRenderer->renderHand();
+ }
+ MemSect(0);
+ glPopMatrix();
+ }
+
+ glDisable(GL_RESCALE_NORMAL);
+ Lighting::turnOff();
+
+}
+
+void ItemInHandRenderer::renderScreenEffect(float a)
+{
+ glDisable(GL_ALPHA_TEST);
+ if (mc->player->isOnFire())
+ {
+ MemSect(31);
+ mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
+ MemSect(0);
+ renderFire(a);
+ }
+
+
+ if (mc->player->isInWall()) // Inside a tile
+ {
+ int x = Mth::floor(mc->player->x);
+ int y = Mth::floor(mc->player->y);
+ int z = Mth::floor(mc->player->z);
+
+ MemSect(31);
+ mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png"
+ MemSect(0);
+ int tile = mc->level->getTile(x, y, z);
+ if (mc->level->isSolidBlockingTile(x, y, z))
+ {
+ renderTex(a, Tile::tiles[tile]->getTexture(2));
+ }
+ else
+ {
+ for (int i = 0; i < 8; i++)
+ {
+ float xo = ((i >> 0) % 2 - 0.5f) * mc->player->bbWidth * 0.9f;
+ float yo = ((i >> 1) % 2 - 0.5f) * mc->player->bbHeight * 0.2f;
+ float zo = ((i >> 2) % 2 - 0.5f) * mc->player->bbWidth * 0.9f;
+ int xt = Mth::floor(x + xo);
+ int yt = Mth::floor(y + yo);
+ int zt = Mth::floor(z + zo);
+ if (mc->level->isSolidBlockingTile(xt, yt, zt))
+ {
+ tile = mc->level->getTile(xt, yt, zt);
+ }
+ }
+ }
+
+ if (Tile::tiles[tile] != NULL) renderTex(a, Tile::tiles[tile]->getTexture(2));
+ }
+
+ if (mc->player->isUnderLiquid(Material::water))
+ {
+ MemSect(31);
+ mc->textures->bindTexture(TN_MISC_WATER); // 4J was L"/misc/water.png"
+ MemSect(0);
+ renderWater(a);
+ }
+ glEnable(GL_ALPHA_TEST);
+
+}
+
+void ItemInHandRenderer::renderTex(float a, Icon *slot)
+{
+ Tesselator *t = Tesselator::getInstance();
+
+ float br = 0.1f;
+ br = 0.1f;
+ glColor4f(br, br, br, 0.5f);
+
+ glPushMatrix();
+
+ float x0 = -1;
+ float x1 = +1;
+ float y0 = -1;
+ float y1 = +1;
+ float z0 = -0.5f;
+
+ float r = 2 / 256.0f;
+ float u0 = slot->getU0();
+ float u1 = slot->getU1();
+ float v0 = slot->getV0();
+ float v1 = slot->getV1();
+
+ t->begin();
+ t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u1), (float)( v1));
+ t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u0), (float)( v1));
+ t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( u0), (float)( v0));
+ t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( u1), (float)( v0));
+ t->end();
+ glPopMatrix();
+
+ glColor4f(1, 1, 1, 1);
+
+}
+
+void ItemInHandRenderer::renderWater(float a)
+{
+ Tesselator *t = Tesselator::getInstance();
+
+ float br = mc->player->getBrightness(a);
+ glColor4f(br, br, br, 0.5f);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glPushMatrix();
+
+ float size = 4;
+
+ float x0 = -1;
+ float x1 = +1;
+ float y0 = -1;
+ float y1 = +1;
+ float z0 = -0.5f;
+
+ float uo = -mc->player->yRot / 64.0f;
+ float vo = +mc->player->xRot / 64.0f;
+
+ t->begin();
+ t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( size + uo), (float)( size + vo));
+ t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( 0 + uo), (float)( size + vo));
+ t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( 0 + uo), (float)( 0 + vo));
+ t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( size + uo), (float)( 0 + vo));
+ t->end();
+ glPopMatrix();
+
+ glColor4f(1, 1, 1, 1);
+ glDisable(GL_BLEND);
+
+}
+
+void ItemInHandRenderer::renderFire(float a)
+{
+ Tesselator *t = Tesselator::getInstance();
+ glColor4f(1, 1, 1, 0.9f);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ float size = 1;
+ for (int i = 0; i < 2; i++)
+ {
+ glPushMatrix();
+ Icon *slot = Tile::fire->getTextureLayer(1);
+
+ float u0 = slot->getU0(true);
+ float u1 = slot->getU1(true);
+ float v0 = slot->getV0(true);
+ float v1 = slot->getV1(true);
+
+ float x0 = (0 - size) / 2;
+ float x1 = x0 + size;
+ float y0 = 0 - size / 2;
+ float y1 = y0 + size;
+ float z0 = -0.5f;
+ glTranslatef(-(i * 2 - 1) * 0.24f, -0.3f, 0);
+ glRotatef((i * 2 - 1) * 10.0f, 0, 1, 0);
+
+ t->begin();
+ t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u1), (float)( v1));
+ t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u0), (float)( v1));
+ t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( u0), (float)( v0));
+ t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( u1), (float)( v0));
+ t->end();
+ glPopMatrix();
+ }
+ glColor4f(1, 1, 1, 1);
+ glDisable(GL_BLEND);
+
+}
+
+void ItemInHandRenderer::tick()
+{
+ oHeight = height;
+
+
+ shared_ptr<Player> player = mc->player;
+ shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
+
+ bool matches = lastSlot == player->inventory->selected && nextTile == selectedItem;
+ if (selectedItem == NULL && nextTile == NULL)
+ {
+ matches = true;
+ }
+ if (nextTile != NULL && selectedItem != NULL && nextTile != selectedItem && nextTile->id == selectedItem->id && nextTile->getAuxValue() == selectedItem->getAuxValue())
+ {
+ selectedItem = nextTile;
+ matches = true;
+ }
+
+ float max = 0.4f;
+ float tHeight = matches ? 1.0f : 0;
+ float dd = tHeight - height;
+ if (dd < -max) dd = -max;
+ if (dd > max) dd = max;
+
+ height += dd;
+ if (height < 0.1f)
+ {
+ selectedItem = nextTile;
+ lastSlot = player->inventory->selected;
+ }
+
+}
+
+void ItemInHandRenderer::itemPlaced()
+{
+ height = 0;
+}
+
+void ItemInHandRenderer::itemUsed()
+{
+ height = 0;
+}
+