001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import java.util.Random;
006    import net.minecraft.client.Minecraft;
007    import net.minecraftforge.client.ForgeHooksClient;
008    
009    import org.lwjgl.opengl.GL11;
010    import org.lwjgl.opengl.GL12;
011    
012    @SideOnly(Side.CLIENT)
013    public class RenderItem extends Render
014    {
015        private RenderBlocks renderBlocks = new RenderBlocks();
016    
017        /** The RNG used in RenderItem (for bobbing itemstacks on the ground) */
018        private Random random = new Random();
019        public boolean field_77024_a = true;
020    
021        /** Defines the zLevel of rendering of item on GUI. */
022        public float zLevel = 0.0F;
023    
024        public RenderItem()
025        {
026            this.shadowSize = 0.15F;
027            this.shadowOpaque = 0.75F;
028        }
029    
030        /**
031         * Renders the item
032         */
033        public void doRenderItem(EntityItem par1EntityItem, double par2, double par4, double par6, float par8, float par9)
034        {
035            this.random.setSeed(187L);
036            ItemStack var10 = par1EntityItem.item;
037            GL11.glPushMatrix();
038            float var11 = MathHelper.sin(((float)par1EntityItem.age + par9) / 10.0F + par1EntityItem.hoverStart) * 0.1F + 0.1F;
039            float var12 = (((float)par1EntityItem.age + par9) / 20.0F + par1EntityItem.hoverStart) * (180F / (float)Math.PI);
040            byte var13 = 1;
041    
042            if (par1EntityItem.item.stackSize > 1)
043            {
044                var13 = 2;
045            }
046    
047            if (par1EntityItem.item.stackSize > 5)
048            {
049                var13 = 3;
050            }
051    
052            if (par1EntityItem.item.stackSize > 20)
053            {
054                var13 = 4;
055            }
056    
057            GL11.glTranslatef((float)par2, (float)par4 + var11, (float)par6);
058            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
059            int var16;
060            float var19;
061            float var20;
062            float var24;
063    
064            if (ForgeHooksClient.renderEntityItem(par1EntityItem, var10, var11, var12, random, renderManager.renderEngine, renderBlocks))
065            {
066               ;
067            }
068            else if (var10.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[var10.itemID].getRenderType()))
069            {
070                GL11.glRotatef(var12, 0.0F, 1.0F, 0.0F);
071                this.loadTexture(Block.blocksList[var10.itemID].getTextureFile());
072                float var22 = 0.25F;
073                var16 = Block.blocksList[var10.itemID].getRenderType();
074    
075                if (var16 == 1 || var16 == 19 || var16 == 12 || var16 == 2)
076                {
077                    var22 = 0.5F;
078                }
079    
080                GL11.glScalef(var22, var22, var22);
081    
082                for (int var23 = 0; var23 < var13; ++var23)
083                {
084                    GL11.glPushMatrix();
085    
086                    if (var23 > 0)
087                    {
088                        var24 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22;
089                        var19 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22;
090                        var20 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22;
091                        GL11.glTranslatef(var24, var19, var20);
092                    }
093    
094                    var24 = 1.0F;
095                    this.renderBlocks.renderBlockAsItem(Block.blocksList[var10.itemID], var10.getItemDamage(), var24);
096                    GL11.glPopMatrix();
097                }
098            }
099            else
100            {
101                int var15;
102                float var17;
103    
104                if (var10.getItem().requiresMultipleRenderPasses())
105                {
106                    GL11.glScalef(0.5F, 0.5F, 0.5F);
107                    this.loadTexture(Item.itemsList[var10.itemID].getTextureFile());
108    
109                    for (var15 = 0; var15 <= var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
110                    {
111                        this.random.setSeed(187L); //Fixes Vanilla bug where layers would not render aligns properly.
112                        var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15);
113                        var17 = 1.0F;
114    
115                        if (this.field_77024_a)
116                        {
117                            int var18 = Item.itemsList[var10.itemID].getColorFromDamage(var10.getItemDamage(), var15);
118                            var19 = (float)(var18 >> 16 & 255) / 255.0F;
119                            var20 = (float)(var18 >> 8 & 255) / 255.0F;
120                            float var21 = (float)(var18 & 255) / 255.0F;
121                            GL11.glColor4f(var19 * var17, var20 * var17, var21 * var17, 1.0F);
122                        }
123    
124                        this.func_77020_a(var16, var13);
125                    }
126                }
127                else
128                {
129                    GL11.glScalef(0.5F, 0.5F, 0.5F);
130                    var15 = var10.getIconIndex();
131    
132                    this.loadTexture(var10.getItem().getTextureFile());
133    
134                    if (this.field_77024_a)
135                    {
136                        var16 = Item.itemsList[var10.itemID].getColorFromDamage(var10.getItemDamage(), 0);
137                        var17 = (float)(var16 >> 16 & 255) / 255.0F;
138                        var24 = (float)(var16 >> 8 & 255) / 255.0F;
139                        var19 = (float)(var16 & 255) / 255.0F;
140                        var20 = 1.0F;
141                        GL11.glColor4f(var17 * var20, var24 * var20, var19 * var20, 1.0F);
142                    }
143    
144                    this.func_77020_a(var15, var13);
145                }
146            }
147    
148            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
149            GL11.glPopMatrix();
150        }
151    
152        private void func_77020_a(int par1, int par2)
153        {
154            Tessellator var3 = Tessellator.instance;
155            float var4 = (float)(par1 % 16 * 16 + 0) / 256.0F;
156            float var5 = (float)(par1 % 16 * 16 + 16) / 256.0F;
157            float var6 = (float)(par1 / 16 * 16 + 0) / 256.0F;
158            float var7 = (float)(par1 / 16 * 16 + 16) / 256.0F;
159            float var8 = 1.0F;
160            float var9 = 0.5F;
161            float var10 = 0.25F;
162    
163            for (int var11 = 0; var11 < par2; ++var11)
164            {
165                GL11.glPushMatrix();
166    
167                if (var11 > 0)
168                {
169                    float var12 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F;
170                    float var13 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F;
171                    float var14 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F;
172                    GL11.glTranslatef(var12, var13, var14);
173                }
174    
175                GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
176                var3.startDrawingQuads();
177                var3.setNormal(0.0F, 1.0F, 0.0F);
178                var3.addVertexWithUV((double)(0.0F - var9), (double)(0.0F - var10), 0.0D, (double)var4, (double)var7);
179                var3.addVertexWithUV((double)(var8 - var9), (double)(0.0F - var10), 0.0D, (double)var5, (double)var7);
180                var3.addVertexWithUV((double)(var8 - var9), (double)(1.0F - var10), 0.0D, (double)var5, (double)var6);
181                var3.addVertexWithUV((double)(0.0F - var9), (double)(1.0F - var10), 0.0D, (double)var4, (double)var6);
182                var3.draw();
183                GL11.glPopMatrix();
184            }
185        }
186    
187        public void drawItemIntoGui(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, int par3, int par4, int par5, int par6, int par7)
188        {
189            float var16;
190            int var9;
191            float var11;
192            float var12;
193    
194            if (Item.itemsList[par3] instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[par3].getRenderType()))
195            {
196                par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Block.blocksList[par3].getTextureFile()));
197                Block var15 = Block.blocksList[par3];
198                GL11.glPushMatrix();
199                GL11.glTranslatef((float)(par6 - 2), (float)(par7 + 3), -3.0F + this.zLevel);
200                GL11.glScalef(10.0F, 10.0F, 10.0F);
201                GL11.glTranslatef(1.0F, 0.5F, 1.0F);
202                GL11.glScalef(1.0F, 1.0F, -1.0F);
203                GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F);
204                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
205                var9 = Item.itemsList[par3].getColorFromDamage(par4, 0);
206                var16 = (float)(var9 >> 16 & 255) / 255.0F;
207                var11 = (float)(var9 >> 8 & 255) / 255.0F;
208                var12 = (float)(var9 & 255) / 255.0F;
209    
210                if (this.field_77024_a)
211                {
212                    GL11.glColor4f(var16, var11, var12, 1.0F);
213                }
214    
215                GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
216                this.renderBlocks.useInventoryTint = this.field_77024_a;
217                this.renderBlocks.renderBlockAsItem(var15, par4, 1.0F);
218                this.renderBlocks.useInventoryTint = true;
219                GL11.glPopMatrix();
220            }
221            else
222            {
223                int var8;
224    
225                if (Item.itemsList[par3].requiresMultipleRenderPasses())
226                {
227                    GL11.glDisable(GL11.GL_LIGHTING);
228                    par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[par3].getTextureFile()));
229    
230                    for (var8 = 0; var8 <= Item.itemsList[par3].getRenderPasses(par4); ++var8)
231                    {
232                        var9 = Item.itemsList[par3].getIconFromDamageForRenderPass(par4, var8);
233                        int var10 = Item.itemsList[par3].getColorFromDamage(par4, var8);
234                        var11 = (float)(var10 >> 16 & 255) / 255.0F;
235                        var12 = (float)(var10 >> 8 & 255) / 255.0F;
236                        float var13 = (float)(var10 & 255) / 255.0F;
237    
238                        if (this.field_77024_a)
239                        {
240                            GL11.glColor4f(var11, var12, var13, 1.0F);
241                        }
242    
243                        this.renderTexturedQuad(par6, par7, var9 % 16 * 16, var9 / 16 * 16, 16, 16);
244                    }
245    
246                    GL11.glEnable(GL11.GL_LIGHTING);
247                }
248                else if (par5 >= 0)
249                {
250                    GL11.glDisable(GL11.GL_LIGHTING);
251    
252                    par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[par3].getTextureFile()));
253    
254                    var8 = Item.itemsList[par3].getColorFromDamage(par4, 0);
255                    float var14 = (float)(var8 >> 16 & 255) / 255.0F;
256                    var16 = (float)(var8 >> 8 & 255) / 255.0F;
257                    var11 = (float)(var8 & 255) / 255.0F;
258    
259                    if (this.field_77024_a)
260                    {
261                        GL11.glColor4f(var14, var16, var11, 1.0F);
262                    }
263    
264                    this.renderTexturedQuad(par6, par7, par5 % 16 * 16, par5 / 16 * 16, 16, 16);
265                    GL11.glEnable(GL11.GL_LIGHTING);
266                }
267            }
268    
269            GL11.glEnable(GL11.GL_CULL_FACE);
270        }
271    
272        /**
273         * Renders the item's icon or block into the UI at the specified position.
274         */
275        public void renderItemIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
276        {
277            if (par3ItemStack != null)
278            {
279                if (!ForgeHooksClient.renderInventoryItem(renderBlocks, par2RenderEngine, par3ItemStack, field_77024_a, zLevel, (float)par4, (float)par5))
280                {
281                    this.drawItemIntoGui(par1FontRenderer, par2RenderEngine, par3ItemStack.itemID, par3ItemStack.getItemDamage(), par3ItemStack.getIconIndex(), par4, par5);
282                }
283    
284                if (par3ItemStack != null && par3ItemStack.hasEffect())
285                {
286                    GL11.glDepthFunc(GL11.GL_GREATER);
287                    GL11.glDisable(GL11.GL_LIGHTING);
288                    GL11.glDepthMask(false);
289                    par2RenderEngine.bindTexture(par2RenderEngine.getTexture("%blur%/misc/glint.png"));
290                    this.zLevel -= 50.0F;
291                    GL11.glEnable(GL11.GL_BLEND);
292                    GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
293                    GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
294                    this.func_77018_a(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20);
295                    GL11.glDisable(GL11.GL_BLEND);
296                    GL11.glDepthMask(true);
297                    this.zLevel += 50.0F;
298                    GL11.glEnable(GL11.GL_LIGHTING);
299                    GL11.glDepthFunc(GL11.GL_LEQUAL);
300                }
301            }
302        }
303    
304        private void func_77018_a(int par1, int par2, int par3, int par4, int par5)
305        {
306            for (int var6 = 0; var6 < 2; ++var6)
307            {
308                if (var6 == 0)
309                {
310                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
311                }
312    
313                if (var6 == 1)
314                {
315                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
316                }
317    
318                float var7 = 0.00390625F;
319                float var8 = 0.00390625F;
320                float var9 = (float)(Minecraft.getSystemTime() % (long)(3000 + var6 * 1873)) / (3000.0F + (float)(var6 * 1873)) * 256.0F;
321                float var10 = 0.0F;
322                Tessellator var11 = Tessellator.instance;
323                float var12 = 4.0F;
324    
325                if (var6 == 1)
326                {
327                    var12 = -1.0F;
328                }
329    
330                var11.startDrawingQuads();
331                var11.addVertexWithUV((double)(par2 + 0), (double)(par3 + par5), (double)this.zLevel, (double)((var9 + (float)par5 * var12) * var7), (double)((var10 + (float)par5) * var8));
332                var11.addVertexWithUV((double)(par2 + par4), (double)(par3 + par5), (double)this.zLevel, (double)((var9 + (float)par4 + (float)par5 * var12) * var7), (double)((var10 + (float)par5) * var8));
333                var11.addVertexWithUV((double)(par2 + par4), (double)(par3 + 0), (double)this.zLevel, (double)((var9 + (float)par4) * var7), (double)((var10 + 0.0F) * var8));
334                var11.addVertexWithUV((double)(par2 + 0), (double)(par3 + 0), (double)this.zLevel, (double)((var9 + 0.0F) * var7), (double)((var10 + 0.0F) * var8));
335                var11.draw();
336            }
337        }
338    
339        /**
340         * Renders the item's overlay information. Examples being stack count or damage on top of the item's image at the
341         * specified position.
342         */
343        public void renderItemOverlayIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
344        {
345            if (par3ItemStack != null)
346            {
347                if (par3ItemStack.stackSize > 1)
348                {
349                    String var6 = "" + par3ItemStack.stackSize;
350                    GL11.glDisable(GL11.GL_LIGHTING);
351                    GL11.glDisable(GL11.GL_DEPTH_TEST);
352                    par1FontRenderer.drawStringWithShadow(var6, par4 + 19 - 2 - par1FontRenderer.getStringWidth(var6), par5 + 6 + 3, 16777215);
353                    GL11.glEnable(GL11.GL_LIGHTING);
354                    GL11.glEnable(GL11.GL_DEPTH_TEST);
355                }
356    
357                if (par3ItemStack.isItemDamaged())
358                {
359                    int var11 = (int)Math.round(13.0D - (double)par3ItemStack.getItemDamageForDisplay() * 13.0D / (double)par3ItemStack.getMaxDamage());
360                    int var7 = (int)Math.round(255.0D - (double)par3ItemStack.getItemDamageForDisplay() * 255.0D / (double)par3ItemStack.getMaxDamage());
361                    GL11.glDisable(GL11.GL_LIGHTING);
362                    GL11.glDisable(GL11.GL_DEPTH_TEST);
363                    GL11.glDisable(GL11.GL_TEXTURE_2D);
364                    Tessellator var8 = Tessellator.instance;
365                    int var9 = 255 - var7 << 16 | var7 << 8;
366                    int var10 = (255 - var7) / 4 << 16 | 16128;
367                    this.renderQuad(var8, par4 + 2, par5 + 13, 13, 2, 0);
368                    this.renderQuad(var8, par4 + 2, par5 + 13, 12, 1, var10);
369                    this.renderQuad(var8, par4 + 2, par5 + 13, var11, 1, var9);
370                    GL11.glEnable(GL11.GL_TEXTURE_2D);
371                    GL11.glEnable(GL11.GL_LIGHTING);
372                    GL11.glEnable(GL11.GL_DEPTH_TEST);
373                    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
374                }
375            }
376        }
377    
378        /**
379         * Adds a quad to the tesselator at the specified position with the set width and height and color.  Args:
380         * tessellator, x, y, width, height, color
381         */
382        private void renderQuad(Tessellator par1Tessellator, int par2, int par3, int par4, int par5, int par6)
383        {
384            par1Tessellator.startDrawingQuads();
385            par1Tessellator.setColorOpaque_I(par6);
386            par1Tessellator.addVertex((double)(par2 + 0), (double)(par3 + 0), 0.0D);
387            par1Tessellator.addVertex((double)(par2 + 0), (double)(par3 + par5), 0.0D);
388            par1Tessellator.addVertex((double)(par2 + par4), (double)(par3 + par5), 0.0D);
389            par1Tessellator.addVertex((double)(par2 + par4), (double)(par3 + 0), 0.0D);
390            par1Tessellator.draw();
391        }
392    
393        /**
394         * Adds a textured quad to the tesselator at the specified position with the specified texture coords, width and
395         * height.  Args: x, y, u, v, width, height
396         */
397        public void renderTexturedQuad(int par1, int par2, int par3, int par4, int par5, int par6)
398        {
399            float var7 = 0.00390625F;
400            float var8 = 0.00390625F;
401            Tessellator var9 = Tessellator.instance;
402            var9.startDrawingQuads();
403            var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + par6) * var8));
404            var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + par6) * var8));
405            var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + 0) * var8));
406            var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + 0) * var8));
407            var9.draw();
408        }
409    
410        /**
411         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
412         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
413         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
414         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
415         */
416        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
417        {
418            this.doRenderItem((EntityItem)par1Entity, par2, par4, par6, par8, par9);
419        }
420    }