Files
MinecraftConsoles/Minecraft.Client/ItemRenderer.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

765 lines
25 KiB
C++

#include "stdafx.h"
#include "ItemRenderer.h"
#include "TileRenderer.h"
#include "entityRenderDispatcher.h"
#include "..\Minecraft.World\JavaMath.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.item.alchemy.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\StringHelpers.h"
#include "..\Minecraft.World\net.minecraft.world.h"
#include "Options.h"
#include "TextureAtlas.h"
#ifdef _XBOX
extern IDirect3DDevice9 *g_pD3DDevice;
#endif
ItemRenderer::ItemRenderer() : EntityRenderer()
{
random = new Random();
setColor = true;
blitOffset = 0;
shadowRadius = 0.15f;
shadowStrength = 0.75f;
// 4J added
m_bItemFrame= false;
}
ItemRenderer::~ItemRenderer()
{
delete random;
}
ResourceLocation *ItemRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<ItemEntity> itemEntity = dynamic_pointer_cast<ItemEntity>(entity);
return getTextureLocation(itemEntity->getItem()->getIconType());
}
ResourceLocation *ItemRenderer::getTextureLocation(int iconType)
{
if (iconType == Icon::TYPE_TERRAIN)
{
return &TextureAtlas::LOCATION_BLOCKS;//L"/terrain.png"));
}
else
{
#ifdef _XBOX
// 4J - make sure we've got linear sampling on minification here as non-mipmapped things like this currently
// default to having point sampling, which makes very small icons render rather badly
g_pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
#endif
return &TextureAtlas::LOCATION_ITEMS;//L"/gui/items.png"));
}
}
void ItemRenderer::render(shared_ptr<Entity> _itemEntity, double x, double y, double z, float rot, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<ItemEntity> itemEntity = dynamic_pointer_cast<ItemEntity>(_itemEntity);
bindTexture(itemEntity);
random->setSeed(187);
shared_ptr<ItemInstance> item = itemEntity->getItem();
if (item->getItem() == NULL) return;
glPushMatrix();
float bob = Mth::sin((itemEntity->age + a) / 10.0f + itemEntity->bobOffs) * 0.1f + 0.1f;
float spin = ((itemEntity->age + a) / 20.0f + itemEntity->bobOffs) * Mth::RADDEG;
int count = 1;
if (itemEntity->getItem()->count > 1) count = 2;
if (itemEntity->getItem()->count > 5) count = 3;
if (itemEntity->getItem()->count > 20) count = 4;
if (itemEntity->getItem()->count > 40) count = 5;
glTranslatef((float) x, (float) y + bob, (float) z);
glEnable(GL_RESCALE_NORMAL);
Tile *tile = Tile::tiles[item->id];
if (item->getIconType() == Icon::TYPE_TERRAIN && tile != NULL && TileRenderer::canRender(tile->getRenderShape()))
{
glRotatef(spin, 0, 1, 0);
if (m_bItemFrame)
{
glScalef(1.25f, 1.25f, 1.25f);
glTranslatef(0, 0.05f, 0);
glRotatef(-90, 0, 1, 0);
}
float s = 1 / 4.0f;
int shape = tile->getRenderShape();
if (shape == Tile::SHAPE_CROSS_TEXTURE || shape == Tile::SHAPE_STEM || shape == Tile::SHAPE_LEVER || shape == Tile::SHAPE_TORCH )
{
s = 0.5f;
}
glScalef(s, s, s);
for (int i = 0; i < count; i++)
{
glPushMatrix();
if (i > 0)
{
float xo = (random->nextFloat() * 2 - 1) * 0.2f / s;
float yo = (random->nextFloat() * 2 - 1) * 0.2f / s;
float zo = (random->nextFloat() * 2 - 1) * 0.2f / s;
glTranslatef(xo, yo, zo);
}
// 4J - change brought forward from 1.8.2
float br = SharedConstants::TEXTURE_LIGHTING ? 1.0f : itemEntity->getBrightness(a);
tileRenderer->renderTile(tile, item->getAuxValue(), br);
glPopMatrix();
}
}
else if (item->getIconType() == Icon::TYPE_ITEM && item->getItem()->hasMultipleSpriteLayers())
{
if (m_bItemFrame)
{
glScalef(1 / 1.95f, 1 / 1.95f, 1 / 1.95f);
glTranslatef(0, -0.05f, 0);
glDisable(GL_LIGHTING);
}
else
{
glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
}
bindTexture(&TextureAtlas::LOCATION_ITEMS); // 4J was "/gui/items.png"
for (int layer = 0; layer <= 1; layer++)
{
random->setSeed(187);
Icon *icon = item->getItem()->getLayerIcon(item->getAuxValue(), layer);
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : itemEntity->getBrightness(a);
if (setColor)
{
int col = Item::items[item->id]->getColor(item, layer);
float red = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
glColor4f(red * brightness, g * brightness, b * brightness, 1);
renderItemBillboard(itemEntity, icon, count, a, red * brightness, g * brightness, b * brightness);
}
else
{
renderItemBillboard(itemEntity, icon, count, a, 1, 1, 1);
}
}
}
else
{
if (m_bItemFrame)
{
glScalef(1 / 1.95f, 1 / 1.95f, 1 / 1.95f);
glTranslatef(0, -0.05f, 0);
glDisable(GL_LIGHTING);
}
else
{
glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
}
// 4J Stu - For rendering the static compass, we give it a non-zero aux value
if(item->id == Item::compass_Id) item->setAuxValue(255);
if(item->id == Item::compass_Id) item->setAuxValue(0);
Icon *icon = item->getIcon();
if (setColor)
{
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;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : itemEntity->getBrightness(a);
glColor4f(red * brightness, g * brightness, b * brightness, 1);
renderItemBillboard(itemEntity, icon, count, a, red * brightness, g * brightness, b * brightness);
}
else
{
renderItemBillboard(itemEntity, icon, count, a, 1, 1, 1);
}
}
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
if( m_bItemFrame )
{
glEnable(GL_LIGHTING);
}
}
void ItemRenderer::renderItemBillboard(shared_ptr<ItemEntity> entity, Icon *icon, int count, float a, float red, float green, float blue)
{
Tesselator *t = Tesselator::getInstance();
if (icon == NULL) icon = entityRenderDispatcher->textures->getMissingIcon(entity->getItem()->getIconType());
float u0 = icon->getU0();
float u1 = icon->getU1();
float v0 = icon->getV0();
float v1 = icon->getV1();
float r = 1.0f;
float xo = 0.5f;
float yo = 0.25f;
if (entityRenderDispatcher->options->fancyGraphics)
{
// 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);
glPushMatrix();
if (m_bItemFrame)
{
glRotatef(180, 0, 1, 0);
}
else
{
glRotatef(((entity->age + a) / 20.0f + entity->bobOffs) * Mth::RADDEG, 0, 1, 0);
}
float width = 1 / 16.0f;
float margin = 0.35f / 16.0f;
shared_ptr<ItemInstance> item = entity->getItem();
int items = item->count;
if (items < 2)
{
count = 1;
}
else if (items < 16)
{
count = 2;
}
else if (items < 32)
{
count = 3;
}
else
{
count = 4;
}
glTranslatef(-xo, -yo, -((width + margin) * count / 2));
for (int i = 0; i < count; i++)
{
glTranslatef(0, 0, width + margin);
bool bIsTerrain = false;
if (item->getIconType() == Icon::TYPE_TERRAIN && Tile::tiles[item->id] != NULL)
{
bIsTerrain = true;
bindTexture(&TextureAtlas::LOCATION_BLOCKS); // TODO: Do this sanely by Icon
}
else
{
bindTexture(&TextureAtlas::LOCATION_ITEMS); // TODO: Do this sanely by Icon
}
glColor4f(red, green, blue, 1);
// 4J Stu - u coords were swapped in Java
//ItemInHandRenderer::renderItem3D(t, u1, v0, u0, v1, icon->getSourceWidth(), icon->getSourceHeight(), width, false);
ItemInHandRenderer::renderItem3D(t, u0, v0, u1, v1, icon->getSourceWidth(), icon->getSourceHeight(), width, false, bIsTerrain);
if (item != NULL && item->isFoil())
{
glDepthFunc(GL_EQUAL);
glDisable(GL_LIGHTING);
entityRenderDispatcher->textures->bindTexture(&ItemInHandRenderer::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);
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);
ItemInHandRenderer::renderItem3D(t, 0, 0, 1, 1, 255, 255, width, true, bIsTerrain);
glPopMatrix();
glPushMatrix();
glScalef(ss, ss, ss);
sx = Minecraft::currentTimeMillis() % (3000 + 1873) / (3000 + 1873.0f) * 8;
glTranslatef(-sx, 0, 0);
glRotatef(10, 0, 0, 1);
ItemInHandRenderer::renderItem3D(t, 0, 0, 1, 1, 255, 255, width, true, bIsTerrain);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
}
}
glPopMatrix();
RenderManager.StateSetForceLOD(-1);
}
else
{
for (int i = 0; i < count; i++)
{
glPushMatrix();
if (i > 0)
{
float _xo = (random->nextFloat() * 2 - 1) * 0.3f;
float _yo = (random->nextFloat() * 2 - 1) * 0.3f;
float _zo = (random->nextFloat() * 2 - 1) * 0.3f;
glTranslatef(_xo, _yo, _zo);
}
if (!m_bItemFrame) glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
glColor4f(red, green, blue, 1);
t->begin();
t->normal(0, 1, 0);
t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 1 - yo), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(0 - xo), (float)( 1 - yo), (float)( 0), (float)( u0), (float)( v0));
t->end();
glPopMatrix();
}
}
}
void ItemRenderer::renderGuiItem(Font *font, Textures *textures, shared_ptr<ItemInstance> item, float x, float y, float fScale, float fAlpha)
{
renderGuiItem(font,textures,item,x,y,fScale,fScale,fAlpha, true);
}
// 4J - this used to take x and y as ints, and no scale and alpha - but this interface is now implemented as a wrapper round this more fully featured one
void ItemRenderer::renderGuiItem(Font *font, Textures *textures, shared_ptr<ItemInstance> item, float x, float y, float fScaleX,float fScaleY, float fAlpha, bool useCompiled)
{
int itemId = item->id;
int itemAuxValue = item->getAuxValue();
Icon *itemIcon = item->getIcon();
if (item->getIconType() == Icon::TYPE_TERRAIN && TileRenderer::canRender(Tile::tiles[itemId]->getRenderShape()))
{
PIXBeginNamedEvent(0,"3D gui item render %d\n",itemId);
MemSect(31);
textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS);
MemSect(0);
Tile *tile = Tile::tiles[itemId];
glPushMatrix();
// 4J - original code left here for reference
#if 0
glTranslatef((float)(x), (float)(y), 0.0f);
glScalef(fScale, fScale, fScale);
glTranslatef(-2.0f,3.0f, -3.0f + blitOffset);
glScalef(10.0f, 10.0f, 10.0f);
glTranslatef(1.0f, 0.5f, 8.0f);
glScalef(1.0f, 1.0f, -1.0f);
glRotatef(180.0f + 30.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
#else
glTranslatef(x, y, 0.0f); // Translate to screen coords
glScalef(16.0f*fScaleX, 16.0f*fScaleY, 1.0f); // Scale to 0 to 16*scale range
glTranslatef(0.5f,0.5f,0.0f); // Translate to 0 to 1 range
glScalef(0.55f,0.55f, -1.0f); // Scale to occupy full -0.5 to 0.5 bounding region (just touching top & bottom)
// 0.55 comes from 1/(1+sqrt(2)/sqrt(3)) which is determined by the angles that the cube is rotated in an orthographic projection
glRotatef(180.0f + 30.0f, 1.0f, 0.0f, 0.0f); // Rotate round x axis (centre at origin)
glRotatef(45.0f, 0.0f, 1.0f, 0.0f); // Rotate round y axis (centre at origin)
#endif
// 4J-PB - pass the alpha value in - the grass block render has the top surface coloured differently to the rest of the block
glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
tileRenderer->renderTile(tile, itemAuxValue, 1, fAlpha, useCompiled);
glPopMatrix();
PIXEndNamedEvent();
}
else if (Item::items[itemId]->hasMultipleSpriteLayers())
{
PIXBeginNamedEvent(0,"Potion gui item render %d\n",itemIcon);
// special double-layered
glDisable(GL_LIGHTING);
ResourceLocation *location = getTextureLocation(item->getIconType());
textures->bindTexture(location);
for (int layer = 0; layer <= 1; layer++)
{
Icon *fillingIcon = Item::items[itemId]->getLayerIcon(itemAuxValue, layer);
int col = Item::items[itemId]->getColor(item, layer);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (setColor) glColor4f(r, g, b, fAlpha);
// scale the x and y by the scale factor
if((fScaleX!=1.0f) ||(fScaleY!=1.0f))
{
blit(x, y, fillingIcon, 16 * fScaleX, 16 * fScaleY);
}
else
{
blit((int)x, (int)y, fillingIcon, 16, 16);
}
}
glEnable(GL_LIGHTING);
PIXEndNamedEvent();
}
else
{
PIXBeginNamedEvent(0,"2D gui item render %d\n",itemIcon);
glDisable(GL_LIGHTING);
MemSect(31);
if (item->getIconType() == Icon::TYPE_TERRAIN)
{
textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS);//L"/terrain.png"));
}
else
{
textures->bindTexture(&TextureAtlas::LOCATION_ITEMS);//L"/gui/items.png"));
#ifdef _XBOX
// 4J - make sure we've got linear sampling on minification here as non-mipmapped things like this currently
// default to having point sampling, which makes very small icons render rather badly
g_pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
#endif
}
MemSect(0);
if (itemIcon == NULL)
{
itemIcon = textures->getMissingIcon(item->getIconType());
}
int col = Item::items[itemId]->getColor(item,0);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (setColor) glColor4f(r, g, b, fAlpha);
// scale the x and y by the scale factor
if((fScaleX!=1.0f) ||(fScaleY!=1.0f))
{
blit(x, y, itemIcon, 16 * fScaleX, 16 * fScaleY);
}
else
{
blit((int)x, (int)y, itemIcon, 16, 16);
}
glEnable(GL_LIGHTING);
PIXEndNamedEvent();
}
glEnable(GL_CULL_FACE);
}
// 4J - original interface, now just a wrapper for preceding overload
void ItemRenderer::renderGuiItem(Font *font, Textures *textures, shared_ptr<ItemInstance> item, int x, int y)
{
renderGuiItem(font, textures, item, (float)x, (float)y, 1.0f, 1.0f );
}
// 4J - this used to take x and y as ints, and no scale, alpha or foil - but this interface is now implemented as a wrapper round this more fully featured one
void ItemRenderer::renderAndDecorateItem(Font *font, Textures *textures, const shared_ptr<ItemInstance> item, float x, float y,float fScale,float fAlpha, bool isFoil)
{
if(item==NULL) return;
renderAndDecorateItem(font, textures, item, x, y,fScale, fScale, fAlpha, isFoil, true);
}
// 4J - added isConstantBlended and blendFactor parameters. This is true if the gui item is being rendered from a context where it already has blending enabled to do general interface fading
// (ie from the gui rather than xui). In this case we dno't want to enable/disable blending, and do need to restore the blend state when we are done.
void ItemRenderer::renderAndDecorateItem(Font *font, Textures *textures, const shared_ptr<ItemInstance> item, float x, float y,float fScaleX, float fScaleY,float fAlpha, bool isFoil, bool isConstantBlended, bool useCompiled)
{
if (item == NULL)
{
return;
}
renderGuiItem(font, textures, item, x, y,fScaleX,fScaleY,fAlpha, useCompiled);
if (isFoil || item->isFoil())
{
glDepthFunc(GL_GREATER);
glDisable(GL_LIGHTING);
glDepthMask(false);
textures->bindTexture(&ItemInHandRenderer::ENCHANT_GLINT_LOCATION); // 4J was "%blur%/misc/glint.png"
blitOffset -= 50;
if( !isConstantBlended ) glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ONE); // 4J - changed blend equation from GL_DST_COLOR, GL_DST_COLOR so we can fade this out
float blendFactor = isConstantBlended ? Gui::currentGuiBlendFactor : 1.0f;
glColor4f(0.5f * blendFactor, 0.25f * blendFactor, 0.8f * blendFactor, 1); // 4J - scale back colourisation with blendFactor
// scale the x and y by the scale factor
if((fScaleX!=1.0f) ||(fScaleY!=1.0f))
{
// 4J Stu - Scales were multiples of 20, making 16 to not overlap in xui scenes
blitGlint(x * 431278612 + y * 32178161, x - 2, y - 2, 16 * fScaleX, 16 * fScaleY);
}
else
{
blitGlint(x * 431278612 + y * 32178161, x - 2, y - 2, 20, 20);
}
glColor4f(1.0f, 1.0f, 1.0f, 1); // 4J added
if( !isConstantBlended ) glDisable(GL_BLEND);
glDepthMask(true);
blitOffset += 50;
glEnable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
if( isConstantBlended ) glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
}
}
// 4J - original interface, now just a wrapper for preceding overload
void ItemRenderer::renderAndDecorateItem(Font *font, Textures *textures, const shared_ptr<ItemInstance> item, int x, int y)
{
renderAndDecorateItem( font, textures, item, (float)x, (float)y, 1.0f, 1.0f, item->isFoil() );
}
// 4J - a few changes here to get x, y, w, h in as floats (for xui rendering accuracy), and to align
// final pixels to the final screen resolution
void ItemRenderer::blitGlint(int id, float x, float y, float w, float h)
{
float us = 1.0f / 64.0f / 4;
float vs = 1.0f / 64.0f / 4;
// 4J - calculate what the pixel coordinates will be in final screen coordinates
float sfx = (float)Minecraft::GetInstance()->width / (float)Minecraft::GetInstance()->width_phys;
float sfy = (float)Minecraft::GetInstance()->height / (float)Minecraft::GetInstance()->height_phys;
float xx0 = x * sfx;
float xx1 = ( x + w ) * sfx;
float yy0 = y * sfy;
float yy1 = ( y + h ) * sfy;
// Round to whole pixels - rounding inwards so that we don't overlap any surrounding graphics
xx0 = ceilf(xx0);
xx1 = floorf(xx1);
yy0 = ceilf(yy0);
yy1 = floorf(yy1);
// Offset by half to get actual centre of pixel - again moving inwards to avoid overlap with surrounding graphics
xx0 += 0.5f;
xx1 -= 0.5f;
yy0 += 0.5f;
yy1 -= 0.5f;
// Convert back to game coordinate space
float xx0f = xx0 / sfx;
float xx1f = xx1 / sfx;
float yy0f = yy0 / sfy;
float yy1f = yy1 / sfy;
for (int i = 0; i < 2; i++)
{
if (i == 0) glBlendFunc(GL_SRC_COLOR, GL_ONE);
if (i == 1) glBlendFunc(GL_SRC_COLOR, GL_ONE);
float sx = Minecraft::currentTimeMillis() % (3000 + i * 1873) / (3000.0f + i * 1873) * 256;
float sy = 0;
Tesselator *t = Tesselator::getInstance();
float vv = 4;
if (i == 1) vv = -1;
t->begin();
t->vertexUV(xx0f, yy1f, blitOffset, (sx + h * vv) * us, (sy + h) * vs);
t->vertexUV(xx1f, yy1f, blitOffset, (sx + w + h * vv) * us, (sy + h) * vs);
t->vertexUV(xx1f, yy0f, blitOffset, (sx + w) * us, (sy + 0) * vs);
t->vertexUV(xx0f, yy0f, blitOffset, (sx + 0) * us, (sy + 0) * vs);
t->end();
}
}
void ItemRenderer::renderGuiItemDecorations(Font *font, Textures *textures, shared_ptr<ItemInstance> item, int x, int y, float fAlpha)
{
renderGuiItemDecorations(font, textures, item, x, y, L"", fAlpha);
}
void ItemRenderer::renderGuiItemDecorations(Font *font, Textures *textures, shared_ptr<ItemInstance> item, int x, int y, const wstring &countText, float fAlpha)
{
if (item == NULL)
{
return;
}
if (item->count > 1 || !countText.empty() || item->GetForceNumberDisplay())
{
MemSect(31);
wstring amount = countText;
if(amount.empty())
{
int count = item->count;
if(count > 64)
{
amount = L"64+";
}
else
{
amount = std::to_wstring(item->count);
}
}
MemSect(0);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
font->drawShadow(amount, x + 19 - 2 - font->width(amount), y + 6 + 3, 0xffffff |(((unsigned int)(fAlpha * 0xff))<<24));
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
}
if (item->isDamaged())
{
int p = (int) Math::round(13.0 - (double) item->getDamageValue() * 13.0 / (double) item->getMaxDamage());
int cc = (int) Math::round(255.0 - (double) item->getDamageValue() * 255.0 / (double) item->getMaxDamage());
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
Tesselator *t = Tesselator::getInstance();
int ca = (255 - cc) << 16 | (cc) << 8;
int cb = ((255 - cc) / 4) << 16 | (255 / 4) << 8;
fillRect(t, x + 2, y + 13, 13, 2, 0x000000);
fillRect(t, x + 2, y + 13, 12, 1, cb);
fillRect(t, x + 2, y + 13, p, 1, ca);
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
}
else if(item->hasPotionStrengthBar())
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
Tesselator *t = Tesselator::getInstance();
fillRect(t, x + 3, y + 13, 11, 2, 0x000000);
//fillRect(t, x + 2, y + 13, 13, 1, 0x1dabc0);
fillRect(t, x + 3, y + 13, m_iPotionStrengthBarWidth[item->GetPotionStrength()], 2, 0x00e1eb);
fillRect(t, x + 2 + 3, y + 13, 1, 2, 0x000000);
fillRect(t, x + 2 + 3+3, y + 13, 1, 2, 0x000000);
fillRect(t, x + 2 + 3+3+3, y + 13, 1, 2, 0x000000);
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
}
glDisable(GL_BLEND);
}
const int ItemRenderer::m_iPotionStrengthBarWidth[]=
{
3,6,9,11
};
void ItemRenderer::fillRect(Tesselator *t, int x, int y, int w, int h, int c)
{
t->begin();
t->color(c);
t->vertex((float)(x + 0), (float)( y + 0), (float)( 0));
t->vertex((float)(x + 0), (float)( y + h), (float)( 0));
t->vertex((float)(x + w), (float)( y + h), (float)( 0));
t->vertex((float)(x + w), (float)( y + 0), (float)( 0));
t->end();
}
// 4J - a few changes here to get x, y, w, h in as floats (for xui rendering accuracy), and to align
// final pixels to the final screen resolution
void ItemRenderer::blit(float x, float y, int sx, int sy, float w, float h)
{
float us = 1 / 256.0f;
float vs = 1 / 256.0f;
Tesselator *t = Tesselator::getInstance();
t->begin();
// 4J - calculate what the pixel coordinates will be in final screen coordinates
float sfx = (float)Minecraft::GetInstance()->width / (float)Minecraft::GetInstance()->width_phys;
float sfy = (float)Minecraft::GetInstance()->height / (float)Minecraft::GetInstance()->height_phys;
float xx0 = x * sfx;
float xx1 = ( x + w ) * sfx;
float yy0 = y * sfy;
float yy1 = ( y + h ) * sfy;
// Round to whole pixels - rounding inwards so that we don't overlap any surrounding graphics
xx0 = ceilf(xx0);
xx1 = floorf(xx1);
yy0 = ceilf(yy0);
yy1 = floorf(yy1);
// Offset by half to get actual centre of pixel - again moving inwards to avoid overlap with surrounding graphics
xx0 += 0.5f;
xx1 -= 0.5f;
yy0 += 0.5f;
yy1 -= 0.5f;
// Convert back to game coordinate space
float xx0f = xx0 / sfx;
float xx1f = xx1 / sfx;
float yy0f = yy0 / sfy;
float yy1f = yy1 / sfy;
// 4J - subtracting 0.5f (actual screen pixels, so need to compensate for physical & game width) from each x & y coordinate to compensate for centre of pixels in directx vs openGL
float f = ( 0.5f * (float)Minecraft::GetInstance()->width ) / (float)Minecraft::GetInstance()->width_phys;
t->vertexUV(xx0f, yy1f, (float)( blitOffset), (float)( (sx + 0) * us), (float)( (sy + 16) * vs));
t->vertexUV(xx1f, yy1f, (float)( blitOffset), (float)( (sx + 16) * us), (float)( (sy + 16) * vs));
t->vertexUV(xx1f, yy0f, (float)( blitOffset), (float)( (sx + 16) * us), (float)( (sy + 0) * vs));
t->vertexUV(xx0f, yy0f, (float)( blitOffset), (float)( (sx + 0) * us), (float)( (sy + 0) * vs));
t->end();
}
void ItemRenderer::blit(float x, float y, Icon *tex, float w, float h)
{
Tesselator *t = Tesselator::getInstance();
t->begin();
// 4J - calculate what the pixel coordinates will be in final screen coordinates
float sfx = (float)Minecraft::GetInstance()->width / (float)Minecraft::GetInstance()->width_phys;
float sfy = (float)Minecraft::GetInstance()->height / (float)Minecraft::GetInstance()->height_phys;
float xx0 = x * sfx;
float xx1 = ( x + w ) * sfx;
float yy0 = y * sfy;
float yy1 = ( y + h ) * sfy;
// Round to whole pixels - rounding inwards so that we don't overlap any surrounding graphics
xx0 = ceilf(xx0);
xx1 = floorf(xx1);
yy0 = ceilf(yy0);
yy1 = floorf(yy1);
// Offset by half to get actual centre of pixel - again moving inwards to avoid overlap with surrounding graphics
xx0 += 0.5f;
xx1 -= 0.5f;
yy0 += 0.5f;
yy1 -= 0.5f;
// Convert back to game coordinate space
float xx0f = xx0 / sfx;
float xx1f = xx1 / sfx;
float yy0f = yy0 / sfy;
float yy1f = yy1 / sfy;
// 4J - subtracting 0.5f (actual screen pixels, so need to compensate for physical & game width) from each x & y coordinate to compensate for centre of pixels in directx vs openGL
float f = ( 0.5f * (float)Minecraft::GetInstance()->width ) / (float)Minecraft::GetInstance()->width_phys;
t->vertexUV(xx0f, yy1f, blitOffset, tex->getU0(true), tex->getV1(true));
t->vertexUV(xx1f, yy1f, blitOffset, tex->getU1(true), tex->getV1(true));
t->vertexUV(xx1f, yy0f, blitOffset, tex->getU1(true), tex->getV0(true));
t->vertexUV(xx0f, yy0f, blitOffset, tex->getU0(true), tex->getV0(true));
t->end();
}