001    package net.minecraft.client.renderer;
002    
003    import cpw.mods.fml.client.TextureFXManager;
004    import cpw.mods.fml.common.Side;
005    import cpw.mods.fml.common.asm.SideOnly;
006    import net.minecraft.block.Block;
007    import net.minecraft.block.material.Material;
008    import net.minecraft.client.Minecraft;
009    import net.minecraft.client.entity.EntityClientPlayerMP;
010    import net.minecraft.client.entity.EntityPlayerSP;
011    import net.minecraft.client.gui.MapItemRenderer;
012    import net.minecraft.client.renderer.entity.Render;
013    import net.minecraft.client.renderer.entity.RenderManager;
014    import net.minecraft.client.renderer.entity.RenderPlayer;
015    import net.minecraft.entity.EntityLiving;
016    import net.minecraft.item.EnumAction;
017    import net.minecraft.item.Item;
018    import net.minecraft.item.ItemBlock;
019    import net.minecraft.item.ItemMap;
020    import net.minecraft.item.ItemStack;
021    import net.minecraft.util.MathHelper;
022    import net.minecraft.world.storage.MapData;
023    import org.lwjgl.opengl.GL11;
024    import org.lwjgl.opengl.GL12;
025    
026    import net.minecraftforge.client.ForgeHooksClient;
027    import net.minecraftforge.client.IItemRenderer;
028    import net.minecraftforge.client.MinecraftForgeClient;
029    import static net.minecraftforge.client.IItemRenderer.ItemRenderType.*;
030    import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.*;
031    
032    @SideOnly(Side.CLIENT)
033    public class ItemRenderer
034    {
035        /** A reference to the Minecraft object. */
036        private Minecraft mc;
037        private ItemStack itemToRender = null;
038    
039        /**
040         * How far the current item has been equipped (0 disequipped and 1 fully up)
041         */
042        private float equippedProgress = 0.0F;
043        private float prevEquippedProgress = 0.0F;
044    
045        /** Instance of RenderBlocks. */
046        private RenderBlocks renderBlocksInstance = new RenderBlocks();
047        public final MapItemRenderer mapItemRenderer;
048    
049        /** The index of the currently held item (0-8, or -1 if not yet updated) */
050        private int equippedItemSlot = -1;
051    
052        public ItemRenderer(Minecraft par1Minecraft)
053        {
054            this.mc = par1Minecraft;
055            this.mapItemRenderer = new MapItemRenderer(par1Minecraft.fontRenderer, par1Minecraft.gameSettings, par1Minecraft.renderEngine);
056        }
057    
058        /**
059         * Renders the item stack for being in an entity's hand Args: itemStack
060         */
061        public void renderItem(EntityLiving par1EntityLiving, ItemStack par2ItemStack, int par3)
062        {
063            GL11.glPushMatrix();
064    
065            IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(par2ItemStack, EQUIPPED);
066    
067            if (customRenderer != null)
068            {
069                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
070                ForgeHooksClient.renderEquippedItem(customRenderer, renderBlocksInstance, par1EntityLiving, par2ItemStack);
071            }
072            else if (par2ItemStack.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[par2ItemStack.itemID].getRenderType()))
073            {
074                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
075                this.renderBlocksInstance.renderBlockAsItem(Block.blocksList[par2ItemStack.itemID], par2ItemStack.getItemDamage(), 1.0F);
076            }
077            else
078            {
079                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
080    
081                Tessellator var5 = Tessellator.instance;
082                int var6 = par1EntityLiving.getItemIcon(par2ItemStack, par3);
083                float var7 = ((float)(var6 % 16 * 16) + 0.0F) / 256.0F;
084                float var8 = ((float)(var6 % 16 * 16) + 15.99F) / 256.0F;
085                float var9 = ((float)(var6 / 16 * 16) + 0.0F) / 256.0F;
086                float var10 = ((float)(var6 / 16 * 16) + 15.99F) / 256.0F;
087                float var11 = 0.0F;
088                float var12 = 0.3F;
089                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
090                GL11.glTranslatef(-var11, -var12, 0.0F);
091                float var13 = 1.5F;
092                GL11.glScalef(var13, var13, var13);
093                GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
094                GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
095                GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
096                this.renderItemIn2D(var5, var8, var9, var7, var10);
097    
098                if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0)
099                {
100                    GL11.glDepthFunc(GL11.GL_EQUAL);
101                    GL11.glDisable(GL11.GL_LIGHTING);
102                    this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("%blur%/misc/glint.png"));
103                    GL11.glEnable(GL11.GL_BLEND);
104                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
105                    float var14 = 0.76F;
106                    GL11.glColor4f(0.5F * var14, 0.25F * var14, 0.8F * var14, 1.0F);
107                    GL11.glMatrixMode(GL11.GL_TEXTURE);
108                    GL11.glPushMatrix();
109                    float var15 = 0.125F;
110                    GL11.glScalef(var15, var15, var15);
111                    float var16 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
112                    GL11.glTranslatef(var16, 0.0F, 0.0F);
113                    GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
114                    this.renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F);
115                    GL11.glPopMatrix();
116                    GL11.glPushMatrix();
117                    GL11.glScalef(var15, var15, var15);
118                    var16 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
119                    GL11.glTranslatef(-var16, 0.0F, 0.0F);
120                    GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
121                    this.renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F);
122                    GL11.glPopMatrix();
123                    GL11.glMatrixMode(GL11.GL_MODELVIEW);
124                    GL11.glDisable(GL11.GL_BLEND);
125                    GL11.glEnable(GL11.GL_LIGHTING);
126                    GL11.glDepthFunc(GL11.GL_LEQUAL);
127                }
128    
129                GL11.glDisable(GL12.GL_RESCALE_NORMAL);
130            }
131    
132            GL11.glPopMatrix();
133        }
134    
135        /**
136         * Renders an item held in hand as a 2D texture with thickness
137         */
138        private void renderItemIn2D(Tessellator par1Tessellator, float par2, float par3, float par4, float par5)
139        {
140            float var6 = 1.0F;
141            float var7 = 0.0625F;
142            par1Tessellator.startDrawingQuads();
143            par1Tessellator.setNormal(0.0F, 0.0F, 1.0F);
144            par1Tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, (double)par2, (double)par5);
145            par1Tessellator.addVertexWithUV((double)var6, 0.0D, 0.0D, (double)par4, (double)par5);
146            par1Tessellator.addVertexWithUV((double)var6, 1.0D, 0.0D, (double)par4, (double)par3);
147            par1Tessellator.addVertexWithUV(0.0D, 1.0D, 0.0D, (double)par2, (double)par3);
148            par1Tessellator.draw();
149            par1Tessellator.startDrawingQuads();
150            par1Tessellator.setNormal(0.0F, 0.0F, -1.0F);
151            par1Tessellator.addVertexWithUV(0.0D, 1.0D, (double)(0.0F - var7), (double)par2, (double)par3);
152            par1Tessellator.addVertexWithUV((double)var6, 1.0D, (double)(0.0F - var7), (double)par4, (double)par3);
153            par1Tessellator.addVertexWithUV((double)var6, 0.0D, (double)(0.0F - var7), (double)par4, (double)par5);
154            par1Tessellator.addVertexWithUV(0.0D, 0.0D, (double)(0.0F - var7), (double)par2, (double)par5);
155            par1Tessellator.draw();
156            par1Tessellator.startDrawingQuads();
157            par1Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
158            int var8;
159            float var9;
160            float var10;
161            float var11;
162    
163            /* Gets the width/16 of the currently bound texture, used 
164             * to fix the side rendering issues on textures != 16 */
165            int tileSize = TextureFXManager.instance().getTextureDimensions(GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D)).width / 16;
166            
167            float tx = 1.0f / (32 * tileSize);
168            float tz = 1.0f /  tileSize;
169    
170            for (var8 = 0; var8 < tileSize; ++var8)
171            {
172                var9 = (float)var8 / tileSize;
173                var10 = par2 + (par4 - par2) * var9 - tx;
174                var11 = var6 * var9;
175                par1Tessellator.addVertexWithUV((double)var11, 0.0D, (double)(0.0F - var7), (double)var10, (double)par5);
176                par1Tessellator.addVertexWithUV((double)var11, 0.0D, 0.0D, (double)var10, (double)par5);
177                par1Tessellator.addVertexWithUV((double)var11, 1.0D, 0.0D, (double)var10, (double)par3);
178                par1Tessellator.addVertexWithUV((double)var11, 1.0D, (double)(0.0F - var7), (double)var10, (double)par3);
179            }
180    
181            par1Tessellator.draw();
182            par1Tessellator.startDrawingQuads();
183            par1Tessellator.setNormal(1.0F, 0.0F, 0.0F);
184    
185            for (var8 = 0; var8 < tileSize; ++var8)
186            {
187                var9 = (float)var8 / tileSize;
188                var10 = par2 + (par4 - par2) * var9 - tx;
189                var11 = var6 * var9 + tz;
190                par1Tessellator.addVertexWithUV((double)var11, 1.0D, (double)(0.0F - var7), (double)var10, (double)par3);
191                par1Tessellator.addVertexWithUV((double)var11, 1.0D, 0.0D, (double)var10, (double)par3);
192                par1Tessellator.addVertexWithUV((double)var11, 0.0D, 0.0D, (double)var10, (double)par5);
193                par1Tessellator.addVertexWithUV((double)var11, 0.0D, (double)(0.0F - var7), (double)var10, (double)par5);
194            }
195    
196            par1Tessellator.draw();
197            par1Tessellator.startDrawingQuads();
198            par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
199    
200            for (var8 = 0; var8 < tileSize; ++var8)
201            {
202                var9 = (float)var8 / tileSize;
203                var10 = par5 + (par3 - par5) * var9 - tx;
204                var11 = var6 * var9 + tz;
205                par1Tessellator.addVertexWithUV(0.0D, (double)var11, 0.0D, (double)par2, (double)var10);
206                par1Tessellator.addVertexWithUV((double)var6, (double)var11, 0.0D, (double)par4, (double)var10);
207                par1Tessellator.addVertexWithUV((double)var6, (double)var11, (double)(0.0F - var7), (double)par4, (double)var10);
208                par1Tessellator.addVertexWithUV(0.0D, (double)var11, (double)(0.0F - var7), (double)par2, (double)var10);
209            }
210    
211            par1Tessellator.draw();
212            par1Tessellator.startDrawingQuads();
213            par1Tessellator.setNormal(0.0F, -1.0F, 0.0F);
214    
215            for (var8 = 0; var8 < tileSize; ++var8)
216            {
217                var9 = (float)var8 / tileSize;
218                var10 = par5 + (par3 - par5) * var9 - tx;
219                var11 = var6 * var9;
220                par1Tessellator.addVertexWithUV((double)var6, (double)var11, 0.0D, (double)par4, (double)var10);
221                par1Tessellator.addVertexWithUV(0.0D, (double)var11, 0.0D, (double)par2, (double)var10);
222                par1Tessellator.addVertexWithUV(0.0D, (double)var11, (double)(0.0F - var7), (double)par2, (double)var10);
223                par1Tessellator.addVertexWithUV((double)var6, (double)var11, (double)(0.0F - var7), (double)par4, (double)var10);
224            }
225    
226            par1Tessellator.draw();
227        }
228    
229        /**
230         * Renders the active item in the player's hand when in first person mode. Args: partialTickTime
231         */
232        public void renderItemInFirstPerson(float par1)
233        {
234            float var2 = this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * par1;
235            EntityClientPlayerMP var3 = this.mc.thePlayer;
236            float var4 = var3.prevRotationPitch + (var3.rotationPitch - var3.prevRotationPitch) * par1;
237            GL11.glPushMatrix();
238            GL11.glRotatef(var4, 1.0F, 0.0F, 0.0F);
239            GL11.glRotatef(var3.prevRotationYaw + (var3.rotationYaw - var3.prevRotationYaw) * par1, 0.0F, 1.0F, 0.0F);
240            RenderHelper.enableStandardItemLighting();
241            GL11.glPopMatrix();
242            float var6;
243            float var7;
244    
245            if (var3 instanceof EntityPlayerSP)
246            {
247                EntityPlayerSP var5 = (EntityPlayerSP)var3;
248                var6 = var5.prevRenderArmPitch + (var5.renderArmPitch - var5.prevRenderArmPitch) * par1;
249                var7 = var5.prevRenderArmYaw + (var5.renderArmYaw - var5.prevRenderArmYaw) * par1;
250                GL11.glRotatef((var3.rotationPitch - var6) * 0.1F, 1.0F, 0.0F, 0.0F);
251                GL11.glRotatef((var3.rotationYaw - var7) * 0.1F, 0.0F, 1.0F, 0.0F);
252            }
253    
254            ItemStack var17 = this.itemToRender;
255            var6 = this.mc.theWorld.getLightBrightness(MathHelper.floor_double(var3.posX), MathHelper.floor_double(var3.posY), MathHelper.floor_double(var3.posZ));
256            var6 = 1.0F;
257            int var18 = this.mc.theWorld.getLightBrightnessForSkyBlocks(MathHelper.floor_double(var3.posX), MathHelper.floor_double(var3.posY), MathHelper.floor_double(var3.posZ), 0);
258            int var8 = var18 % 65536;
259            int var9 = var18 / 65536;
260            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var8 / 1.0F, (float)var9 / 1.0F);
261            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
262            float var10;
263            float var21;
264            float var20;
265    
266            if (var17 != null)
267            {
268                var18 = Item.itemsList[var17.itemID].getColorFromItemStack(var17, 0);
269                var20 = (float)(var18 >> 16 & 255) / 255.0F;
270                var21 = (float)(var18 >> 8 & 255) / 255.0F;
271                var10 = (float)(var18 & 255) / 255.0F;
272                GL11.glColor4f(var6 * var20, var6 * var21, var6 * var10, 1.0F);
273            }
274            else
275            {
276                GL11.glColor4f(var6, var6, var6, 1.0F);
277            }
278    
279            float var11;
280            float var12;
281            float var13;
282            Render var24;
283            RenderPlayer var26;
284    
285            if (var17 != null && var17.getItem() instanceof ItemMap)
286            {
287                IItemRenderer custom = MinecraftForgeClient.getItemRenderer(var17, FIRST_PERSON_MAP);
288                GL11.glPushMatrix();
289                var7 = 0.8F;
290                var20 = var3.getSwingProgress(par1);
291                var21 = MathHelper.sin(var20 * (float)Math.PI);
292                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
293                GL11.glTranslatef(-var10 * 0.4F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.2F, -var21 * 0.2F);
294                var20 = 1.0F - var4 / 45.0F + 0.1F;
295    
296                if (var20 < 0.0F)
297                {
298                    var20 = 0.0F;
299                }
300    
301                if (var20 > 1.0F)
302                {
303                    var20 = 1.0F;
304                }
305    
306                var20 = -MathHelper.cos(var20 * (float)Math.PI) * 0.5F + 0.5F;
307                GL11.glTranslatef(0.0F, 0.0F * var7 - (1.0F - var2) * 1.2F - var20 * 0.5F + 0.04F, -0.9F * var7);
308                GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
309                GL11.glRotatef(var20 * -85.0F, 0.0F, 0.0F, 1.0F);
310                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
311                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTextureForDownloadableImage(this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
312    
313                for (var9 = 0; var9 < 2; ++var9)
314                {
315                    int var22 = var9 * 2 - 1;
316                    GL11.glPushMatrix();
317                    GL11.glTranslatef(-0.0F, -0.6F, 1.1F * (float)var22);
318                    GL11.glRotatef((float)(-45 * var22), 1.0F, 0.0F, 0.0F);
319                    GL11.glRotatef(-90.0F, 0.0F, 0.0F, 1.0F);
320                    GL11.glRotatef(59.0F, 0.0F, 0.0F, 1.0F);
321                    GL11.glRotatef((float)(-65 * var22), 0.0F, 1.0F, 0.0F);
322                    var24 = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
323                    var26 = (RenderPlayer)var24;
324                    var13 = 1.0F;
325                    GL11.glScalef(var13, var13, var13);
326                    var26.func_82441_a(this.mc.thePlayer);
327                    GL11.glPopMatrix();
328                }
329    
330                var21 = var3.getSwingProgress(par1);
331                var10 = MathHelper.sin(var21 * var21 * (float)Math.PI);
332                var11 = MathHelper.sin(MathHelper.sqrt_float(var21) * (float)Math.PI);
333                GL11.glRotatef(-var10 * 20.0F, 0.0F, 1.0F, 0.0F);
334                GL11.glRotatef(-var11 * 20.0F, 0.0F, 0.0F, 1.0F);
335                GL11.glRotatef(-var11 * 80.0F, 1.0F, 0.0F, 0.0F);
336                var12 = 0.38F;
337                GL11.glScalef(var12, var12, var12);
338                GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
339                GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
340                GL11.glTranslatef(-1.0F, -1.0F, 0.0F);
341                var13 = 0.015625F;
342                GL11.glScalef(var13, var13, var13);
343                this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("/misc/mapbg.png"));
344                Tessellator var28 = Tessellator.instance;
345                GL11.glNormal3f(0.0F, 0.0F, -1.0F);
346                var28.startDrawingQuads();
347                byte var27 = 7;
348                var28.addVertexWithUV((double)(0 - var27), (double)(128 + var27), 0.0D, 0.0D, 1.0D);
349                var28.addVertexWithUV((double)(128 + var27), (double)(128 + var27), 0.0D, 1.0D, 1.0D);
350                var28.addVertexWithUV((double)(128 + var27), (double)(0 - var27), 0.0D, 1.0D, 0.0D);
351                var28.addVertexWithUV((double)(0 - var27), (double)(0 - var27), 0.0D, 0.0D, 0.0D);
352                var28.draw();
353                MapData var16 = ((ItemMap)var17.getItem()).getMapData(var17, this.mc.theWorld);
354                if (custom == null)
355                {
356                    if (var16 != null)
357                    {
358                        this.mapItemRenderer.renderMap(this.mc.thePlayer, this.mc.renderEngine, var16);
359                    }
360                }
361                else
362                {
363                    custom.renderItem(FIRST_PERSON_MAP, var17, mc.thePlayer, mc.renderEngine, var16);
364                }
365    
366                GL11.glPopMatrix();
367            }
368            else if (var17 != null)
369            {
370                GL11.glPushMatrix();
371                var7 = 0.8F;
372    
373                if (var3.getItemInUseCount() > 0)
374                {
375                    EnumAction var19 = var17.getItemUseAction();
376    
377                    if (var19 == EnumAction.eat || var19 == EnumAction.drink)
378                    {
379                        var21 = (float)var3.getItemInUseCount() - par1 + 1.0F;
380                        var10 = 1.0F - var21 / (float)var17.getMaxItemUseDuration();
381                        var11 = 1.0F - var10;
382                        var11 = var11 * var11 * var11;
383                        var11 = var11 * var11 * var11;
384                        var11 = var11 * var11 * var11;
385                        var12 = 1.0F - var11;
386                        GL11.glTranslatef(0.0F, MathHelper.abs(MathHelper.cos(var21 / 4.0F * (float)Math.PI) * 0.1F) * (float)((double)var10 > 0.2D ? 1 : 0), 0.0F);
387                        GL11.glTranslatef(var12 * 0.6F, -var12 * 0.5F, 0.0F);
388                        GL11.glRotatef(var12 * 90.0F, 0.0F, 1.0F, 0.0F);
389                        GL11.glRotatef(var12 * 10.0F, 1.0F, 0.0F, 0.0F);
390                        GL11.glRotatef(var12 * 30.0F, 0.0F, 0.0F, 1.0F);
391                    }
392                }
393                else
394                {
395                    var20 = var3.getSwingProgress(par1);
396                    var21 = MathHelper.sin(var20 * (float)Math.PI);
397                    var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
398                    GL11.glTranslatef(-var10 * 0.4F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.2F, -var21 * 0.2F);
399                }
400    
401                GL11.glTranslatef(0.7F * var7, -0.65F * var7 - (1.0F - var2) * 0.6F, -0.9F * var7);
402                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
403                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
404                var20 = var3.getSwingProgress(par1);
405                var21 = MathHelper.sin(var20 * var20 * (float)Math.PI);
406                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
407                GL11.glRotatef(-var21 * 20.0F, 0.0F, 1.0F, 0.0F);
408                GL11.glRotatef(-var10 * 20.0F, 0.0F, 0.0F, 1.0F);
409                GL11.glRotatef(-var10 * 80.0F, 1.0F, 0.0F, 0.0F);
410                var11 = 0.4F;
411                GL11.glScalef(var11, var11, var11);
412                float var14;
413                float var15;
414    
415                if (var3.getItemInUseCount() > 0)
416                {
417                    EnumAction var23 = var17.getItemUseAction();
418    
419                    if (var23 == EnumAction.block)
420                    {
421                        GL11.glTranslatef(-0.5F, 0.2F, 0.0F);
422                        GL11.glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
423                        GL11.glRotatef(-80.0F, 1.0F, 0.0F, 0.0F);
424                        GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F);
425                    }
426                    else if (var23 == EnumAction.bow)
427                    {
428                        GL11.glRotatef(-18.0F, 0.0F, 0.0F, 1.0F);
429                        GL11.glRotatef(-12.0F, 0.0F, 1.0F, 0.0F);
430                        GL11.glRotatef(-8.0F, 1.0F, 0.0F, 0.0F);
431                        GL11.glTranslatef(-0.9F, 0.2F, 0.0F);
432                        var13 = (float)var17.getMaxItemUseDuration() - ((float)var3.getItemInUseCount() - par1 + 1.0F);
433                        var14 = var13 / 20.0F;
434                        var14 = (var14 * var14 + var14 * 2.0F) / 3.0F;
435    
436                        if (var14 > 1.0F)
437                        {
438                            var14 = 1.0F;
439                        }
440    
441                        if (var14 > 0.1F)
442                        {
443                            GL11.glTranslatef(0.0F, MathHelper.sin((var13 - 0.1F) * 1.3F) * 0.01F * (var14 - 0.1F), 0.0F);
444                        }
445    
446                        GL11.glTranslatef(0.0F, 0.0F, var14 * 0.1F);
447                        GL11.glRotatef(-335.0F, 0.0F, 0.0F, 1.0F);
448                        GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
449                        GL11.glTranslatef(0.0F, 0.5F, 0.0F);
450                        var15 = 1.0F + var14 * 0.2F;
451                        GL11.glScalef(1.0F, 1.0F, var15);
452                        GL11.glTranslatef(0.0F, -0.5F, 0.0F);
453                        GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
454                        GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
455                    }
456                }
457    
458                if (var17.getItem().shouldRotateAroundWhenRendering())
459                {
460                    GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
461                }
462    
463                if (var17.getItem().requiresMultipleRenderPasses())
464                {
465                    this.renderItem(var3, var17, 0);
466                    for (int x = 1; x < var17.getItem().getRenderPasses(var17.getItemDamage()); x++)
467                    {
468                        int var25 = Item.itemsList[var17.itemID].getColorFromItemStack(var17, x);
469                        var13 = (float)(var25 >> 16 & 255) / 255.0F;
470                        var14 = (float)(var25 >> 8 & 255) / 255.0F;
471                        var15 = (float)(var25 & 255) / 255.0F;
472                        GL11.glColor4f(var6 * var13, var6 * var14, var6 * var15, 1.0F);
473                        this.renderItem(var3, var17, x);
474                    }
475                }
476                else
477                {
478                    this.renderItem(var3, var17, 0);
479                }
480    
481                GL11.glPopMatrix();
482            }
483            else if (!var3.getHasActivePotion())
484            {
485                GL11.glPushMatrix();
486                var7 = 0.8F;
487                var20 = var3.getSwingProgress(par1);
488                var21 = MathHelper.sin(var20 * (float)Math.PI);
489                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
490                GL11.glTranslatef(-var10 * 0.3F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.4F, -var21 * 0.4F);
491                GL11.glTranslatef(0.8F * var7, -0.75F * var7 - (1.0F - var2) * 0.6F, -0.9F * var7);
492                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
493                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
494                var20 = var3.getSwingProgress(par1);
495                var21 = MathHelper.sin(var20 * var20 * (float)Math.PI);
496                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
497                GL11.glRotatef(var10 * 70.0F, 0.0F, 1.0F, 0.0F);
498                GL11.glRotatef(-var21 * 20.0F, 0.0F, 0.0F, 1.0F);
499                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTextureForDownloadableImage(this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
500                GL11.glTranslatef(-1.0F, 3.6F, 3.5F);
501                GL11.glRotatef(120.0F, 0.0F, 0.0F, 1.0F);
502                GL11.glRotatef(200.0F, 1.0F, 0.0F, 0.0F);
503                GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
504                GL11.glScalef(1.0F, 1.0F, 1.0F);
505                GL11.glTranslatef(5.6F, 0.0F, 0.0F);
506                var24 = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
507                var26 = (RenderPlayer)var24;
508                var13 = 1.0F;
509                GL11.glScalef(var13, var13, var13);
510                var26.func_82441_a(this.mc.thePlayer);
511                GL11.glPopMatrix();
512            }
513    
514            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
515            RenderHelper.disableStandardItemLighting();
516        }
517    
518        /**
519         * Renders all the overlays that are in first person mode. Args: partialTickTime
520         */
521        public void renderOverlays(float par1)
522        {
523            GL11.glDisable(GL11.GL_ALPHA_TEST);
524            int var2;
525    
526            if (this.mc.thePlayer.isBurning())
527            {
528                var2 = this.mc.renderEngine.getTexture("/terrain.png");
529                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
530                this.renderFireInFirstPerson(par1);
531            }
532    
533            if (this.mc.thePlayer.isEntityInsideOpaqueBlock())
534            {
535                var2 = MathHelper.floor_double(this.mc.thePlayer.posX);
536                int var3 = MathHelper.floor_double(this.mc.thePlayer.posY);
537                int var4 = MathHelper.floor_double(this.mc.thePlayer.posZ);
538                int var5 = this.mc.renderEngine.getTexture("/terrain.png");
539                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var5);
540                int var6 = this.mc.theWorld.getBlockId(var2, var3, var4);
541    
542                if (this.mc.theWorld.isBlockNormalCube(var2, var3, var4))
543                {
544                    this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
545                }
546                else
547                {
548                    for (int var7 = 0; var7 < 8; ++var7)
549                    {
550                        float var8 = ((float)((var7 >> 0) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
551                        float var9 = ((float)((var7 >> 1) % 2) - 0.5F) * this.mc.thePlayer.height * 0.2F;
552                        float var10 = ((float)((var7 >> 2) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
553                        int var11 = MathHelper.floor_float((float)var2 + var8);
554                        int var12 = MathHelper.floor_float((float)var3 + var9);
555                        int var13 = MathHelper.floor_float((float)var4 + var10);
556    
557                        if (this.mc.theWorld.isBlockNormalCube(var11, var12, var13))
558                        {
559                            var6 = this.mc.theWorld.getBlockId(var11, var12, var13);
560                        }
561                    }
562                }
563    
564                if (Block.blocksList[var6] != null)
565                {
566                    this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
567                }
568            }
569    
570            if (this.mc.thePlayer.isInsideOfMaterial(Material.water))
571            {
572                var2 = this.mc.renderEngine.getTexture("/misc/water.png");
573                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
574                this.renderWarpedTextureOverlay(par1);
575            }
576    
577            GL11.glEnable(GL11.GL_ALPHA_TEST);
578        }
579    
580        /**
581         * Renders the texture of the block the player is inside as an overlay. Args: partialTickTime, blockTextureIndex
582         */
583        private void renderInsideOfBlock(float par1, int par2)
584        {
585            Tessellator var3 = Tessellator.instance;
586            this.mc.thePlayer.getBrightness(par1);
587            float var4 = 0.1F;
588            GL11.glColor4f(var4, var4, var4, 0.5F);
589            GL11.glPushMatrix();
590            float var5 = -1.0F;
591            float var6 = 1.0F;
592            float var7 = -1.0F;
593            float var8 = 1.0F;
594            float var9 = -0.5F;
595            float var10 = 0.0078125F;
596            float var11 = (float)(par2 % 16) / 256.0F - var10;
597            float var12 = ((float)(par2 % 16) + 15.99F) / 256.0F + var10;
598            float var13 = (float)(par2 / 16) / 256.0F - var10;
599            float var14 = ((float)(par2 / 16) + 15.99F) / 256.0F + var10;
600            var3.startDrawingQuads();
601            var3.addVertexWithUV((double)var5, (double)var7, (double)var9, (double)var12, (double)var14);
602            var3.addVertexWithUV((double)var6, (double)var7, (double)var9, (double)var11, (double)var14);
603            var3.addVertexWithUV((double)var6, (double)var8, (double)var9, (double)var11, (double)var13);
604            var3.addVertexWithUV((double)var5, (double)var8, (double)var9, (double)var12, (double)var13);
605            var3.draw();
606            GL11.glPopMatrix();
607            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
608        }
609    
610        /**
611         * Renders a texture that warps around based on the direction the player is looking. Texture needs to be bound
612         * before being called. Used for the water overlay. Args: parialTickTime
613         */
614        private void renderWarpedTextureOverlay(float par1)
615        {
616            Tessellator var2 = Tessellator.instance;
617            float var3 = this.mc.thePlayer.getBrightness(par1);
618            GL11.glColor4f(var3, var3, var3, 0.5F);
619            GL11.glEnable(GL11.GL_BLEND);
620            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
621            GL11.glPushMatrix();
622            float var4 = 4.0F;
623            float var5 = -1.0F;
624            float var6 = 1.0F;
625            float var7 = -1.0F;
626            float var8 = 1.0F;
627            float var9 = -0.5F;
628            float var10 = -this.mc.thePlayer.rotationYaw / 64.0F;
629            float var11 = this.mc.thePlayer.rotationPitch / 64.0F;
630            var2.startDrawingQuads();
631            var2.addVertexWithUV((double)var5, (double)var7, (double)var9, (double)(var4 + var10), (double)(var4 + var11));
632            var2.addVertexWithUV((double)var6, (double)var7, (double)var9, (double)(0.0F + var10), (double)(var4 + var11));
633            var2.addVertexWithUV((double)var6, (double)var8, (double)var9, (double)(0.0F + var10), (double)(0.0F + var11));
634            var2.addVertexWithUV((double)var5, (double)var8, (double)var9, (double)(var4 + var10), (double)(0.0F + var11));
635            var2.draw();
636            GL11.glPopMatrix();
637            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
638            GL11.glDisable(GL11.GL_BLEND);
639        }
640    
641        /**
642         * Renders the fire on the screen for first person mode. Arg: partialTickTime
643         */
644        private void renderFireInFirstPerson(float par1)
645        {
646            Tessellator var2 = Tessellator.instance;
647            GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F);
648            GL11.glEnable(GL11.GL_BLEND);
649            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
650            float var3 = 1.0F;
651    
652            for (int var4 = 0; var4 < 2; ++var4)
653            {
654                GL11.glPushMatrix();
655                int var5 = Block.fire.blockIndexInTexture + var4 * 16;
656                int var6 = (var5 & 15) << 4;
657                int var7 = var5 & 240;
658                float var8 = (float)var6 / 256.0F;
659                float var9 = ((float)var6 + 15.99F) / 256.0F;
660                float var10 = (float)var7 / 256.0F;
661                float var11 = ((float)var7 + 15.99F) / 256.0F;
662                float var12 = (0.0F - var3) / 2.0F;
663                float var13 = var12 + var3;
664                float var14 = 0.0F - var3 / 2.0F;
665                float var15 = var14 + var3;
666                float var16 = -0.5F;
667                GL11.glTranslatef((float)(-(var4 * 2 - 1)) * 0.24F, -0.3F, 0.0F);
668                GL11.glRotatef((float)(var4 * 2 - 1) * 10.0F, 0.0F, 1.0F, 0.0F);
669                var2.startDrawingQuads();
670                var2.addVertexWithUV((double)var12, (double)var14, (double)var16, (double)var9, (double)var11);
671                var2.addVertexWithUV((double)var13, (double)var14, (double)var16, (double)var8, (double)var11);
672                var2.addVertexWithUV((double)var13, (double)var15, (double)var16, (double)var8, (double)var10);
673                var2.addVertexWithUV((double)var12, (double)var15, (double)var16, (double)var9, (double)var10);
674                var2.draw();
675                GL11.glPopMatrix();
676            }
677    
678            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
679            GL11.glDisable(GL11.GL_BLEND);
680        }
681    
682        public void updateEquippedItem()
683        {
684            this.prevEquippedProgress = this.equippedProgress;
685            EntityClientPlayerMP var1 = this.mc.thePlayer;
686            ItemStack var2 = var1.inventory.getCurrentItem();
687            boolean var3 = this.equippedItemSlot == var1.inventory.currentItem && var2 == this.itemToRender;
688    
689            if (this.itemToRender == null && var2 == null)
690            {
691                var3 = true;
692            }
693    
694            if (var2 != null && this.itemToRender != null && var2 != this.itemToRender && var2.itemID == this.itemToRender.itemID && var2.getItemDamage() == this.itemToRender.getItemDamage())
695            {
696                this.itemToRender = var2;
697                var3 = true;
698            }
699    
700            float var4 = 0.4F;
701            float var5 = var3 ? 1.0F : 0.0F;
702            float var6 = var5 - this.equippedProgress;
703    
704            if (var6 < -var4)
705            {
706                var6 = -var4;
707            }
708    
709            if (var6 > var4)
710            {
711                var6 = var4;
712            }
713    
714            this.equippedProgress += var6;
715    
716            if (this.equippedProgress < 0.1F)
717            {
718                this.itemToRender = var2;
719                this.equippedItemSlot = var1.inventory.currentItem;
720            }
721        }
722    
723        public void func_78444_b()
724        {
725            this.equippedProgress = 0.0F;
726        }
727    
728        public void func_78445_c()
729        {
730            this.equippedProgress = 0.0F;
731        }
732    }