Files
MinecraftConsoles/Minecraft.Client/ItemInHandRenderer.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

943 lines
30 KiB
C++

#include "stdafx.h"
#include "ItemInHandRenderer.h"
#include "TileRenderer.h"
#include "Tesselator.h"
#include "Textures.h"
#include "TextureAtlas.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"
ResourceLocation ItemInHandRenderer::ENCHANT_GLINT_LOCATION = ResourceLocation(TN__BLUR__MISC_GLINT);
ResourceLocation ItemInHandRenderer::MAP_BACKGROUND_LOCATION = ResourceLocation(TN_MISC_MAPBG);
ResourceLocation ItemInHandRenderer::UNDERWATER_LOCATION = ResourceLocation(TN_MISC_WATER);
int ItemInHandRenderer::listItem = -1;
int ItemInHandRenderer::listTerrain = -1;
int ItemInHandRenderer::listGlint = -1;
ItemInHandRenderer::ItemInHandRenderer(Minecraft *minecraft, bool optimisedMinimap)
{
// 4J - added
height = 0;
oHeight = 0;
selectedItem = nullptr;
tileRenderer = new TileRenderer();
lastSlot = -1;
this->minecraft = minecraft;
minimap = new Minimap(minecraft->font, minecraft->options, minecraft->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( listItem == -1 )
{
listItem = MemoryTracker::genLists(1);
float dd = 1 / 16.0f;
glNewList(listItem, 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();
}
// Terrain texture is a different layout from the item texture
if( listTerrain == -1 )
{
listTerrain = MemoryTracker::genLists(1);
float dd = 1 / 16.0f;
glNewList(listTerrain, 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) / 512.0f;
u += 0.5f / 256.0f;
v += 0.5f / 512.0f;
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<LivingEntity> 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);
minecraft->textures->bindTexture(minecraft->textures->getTextureLocation(Icon::TYPE_TERRAIN));
MemSect(0);
tileRenderer->renderTile(Tile::tiles[item->id], 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;
}
bool bIsTerrain = item->getIconType() == Icon::TYPE_TERRAIN;
minecraft->textures->bindTexture(minecraft->textures->getTextureLocation(item->getIconType()));
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, bIsTerrain);
if (item != NULL && item->isFoil() && layer == 0)
{
glDepthFunc(GL_EQUAL);
glDisable(GL_LIGHTING);
minecraft->textures->bindTexture(&ENCHANT_GLINT_LOCATION);
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, bIsTerrain);
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, bIsTerrain);
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, bool isTerrain)
{
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(isTerrain? listTerrain : listItem);
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 = minecraft->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 = minecraft->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 = minecraft->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, minecraft->textures->loadHttpTexture(minecraft->player->customTextureUrl, minecraft->player->getTexture()));
glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadMemTexture(minecraft->player->customTextureUrl, minecraft->player->getTexture()));
minecraft->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(minecraft->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);
minecraft->textures->bindTexture(&MAP_BACKGROUND_LOCATION); // 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, minecraft->level);
PIXBeginNamedEvent(0,"Minimap render");
if(data != NULL) minimap->render(minecraft->player, minecraft->textures, data, minecraft->player->entityId);
PIXEndNamedEvent();
glPopMatrix();
}
else if (item != NULL)
{
glPushMatrix();
float d = 0.8f;
#if defined __ORBIS__ || defined __PS3__ || defined _WINDOWS64
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, minecraft->textures->loadHttpTexture(minecraft->player->customTextureUrl, minecraft->player->getTexture()));
MemSect(31);
glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadMemTexture(minecraft->player->customTextureUrl, minecraft->player->getTexture()));
MemSect(0);
minecraft->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(minecraft->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 (minecraft->player->isOnFire())
{
renderFire(a);
}
if (minecraft->player->isInWall()) // Inside a tile
{
int x = Mth::floor(minecraft->player->x);
int y = Mth::floor(minecraft->player->y);
int z = Mth::floor(minecraft->player->z);
int tile = minecraft->level->getTile(x, y, z);
if (minecraft->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) * minecraft->player->bbWidth * 0.9f;
float yo = ((i >> 1) % 2 - 0.5f) * minecraft->player->bbHeight * 0.2f;
float zo = ((i >> 2) % 2 - 0.5f) * minecraft->player->bbWidth * 0.9f;
int xt = Mth::floor(x + xo);
int yt = Mth::floor(y + yo);
int zt = Mth::floor(z + zo);
if (minecraft->level->isSolidBlockingTile(xt, yt, zt))
{
tile = minecraft->level->getTile(xt, yt, zt);
}
}
}
if (Tile::tiles[tile] != NULL) renderTex(a, Tile::tiles[tile]->getTexture(2));
}
if (minecraft->player->isUnderLiquid(Material::water))
{
MemSect(31);
minecraft->textures->bindTexture(&UNDERWATER_LOCATION); // 4J was L"/misc/water.png"
MemSect(0);
renderWater(a);
}
glEnable(GL_ALPHA_TEST);
}
void ItemInHandRenderer::renderTex(float a, Icon *slot)
{
minecraft->textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS); // TODO: get this data from Icon
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)
{
minecraft->textures->bindTexture(&UNDERWATER_LOCATION);
Tesselator *t = Tesselator::getInstance();
float br = minecraft->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 = -minecraft->player->yRot / 64.0f;
float vo = +minecraft->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();
unsigned int col = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Fire_Overlay );
float aCol = ( (col>>24)&0xFF )/255.0f;
float rCol = ( (col>>16)&0xFF )/255.0f;
float gCol = ( (col>>8)&0xFF )/255.0;
float bCol = ( col&0xFF )/255.0;
glColor4f(rCol, gCol, bCol, aCol);
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);
minecraft->textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS); // TODO: Get this from Icon
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 = minecraft->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;
}