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 public static boolean field_82407_g = false; 024 025 public RenderItem() 026 { 027 this.shadowSize = 0.15F; 028 this.shadowOpaque = 0.75F; 029 } 030 031 /** 032 * Renders the item 033 */ 034 public void doRenderItem(EntityItem par1EntityItem, double par2, double par4, double par6, float par8, float par9) 035 { 036 this.random.setSeed(187L); 037 ItemStack var10 = par1EntityItem.item; 038 GL11.glPushMatrix(); 039 float var11 = MathHelper.sin(((float)par1EntityItem.age + par9) / 10.0F + par1EntityItem.hoverStart) * 0.1F + 0.1F; 040 float var12 = (((float)par1EntityItem.age + par9) / 20.0F + par1EntityItem.hoverStart) * (180F / (float)Math.PI); 041 byte var13 = 1; 042 043 if (par1EntityItem.item.stackSize > 1) 044 { 045 var13 = 2; 046 } 047 048 if (par1EntityItem.item.stackSize > 5) 049 { 050 var13 = 3; 051 } 052 053 if (par1EntityItem.item.stackSize > 20) 054 { 055 var13 = 4; 056 } 057 058 GL11.glTranslatef((float)par2, (float)par4 + var11, (float)par6); 059 GL11.glEnable(GL12.GL_RESCALE_NORMAL); 060 int var16; 061 float var19; 062 float var20; 063 float var24; 064 065 if (ForgeHooksClient.renderEntityItem(par1EntityItem, var10, var11, var12, random, renderManager.renderEngine, renderBlocks)) 066 { 067 ; 068 } 069 else if (var10.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[var10.itemID].getRenderType())) 070 { 071 GL11.glRotatef(var12, 0.0F, 1.0F, 0.0F); 072 073 if (field_82407_g) 074 { 075 GL11.glScalef(1.25F, 1.25F, 1.25F); 076 GL11.glTranslatef(0.0F, 0.05F, 0.0F); 077 GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); 078 } 079 080 this.loadTexture(Block.blocksList[var10.itemID].getTextureFile()); 081 float var22 = 0.25F; 082 var16 = Block.blocksList[var10.itemID].getRenderType(); 083 084 if (var16 == 1 || var16 == 19 || var16 == 12 || var16 == 2) 085 { 086 var22 = 0.5F; 087 } 088 089 GL11.glScalef(var22, var22, var22); 090 091 for (int var23 = 0; var23 < var13; ++var23) 092 { 093 GL11.glPushMatrix(); 094 095 if (var23 > 0) 096 { 097 var24 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22; 098 var19 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22; 099 var20 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22; 100 GL11.glTranslatef(var24, var19, var20); 101 } 102 103 var24 = 1.0F; 104 this.renderBlocks.renderBlockAsItem(Block.blocksList[var10.itemID], var10.getItemDamage(), var24); 105 GL11.glPopMatrix(); 106 } 107 } 108 else 109 { 110 int var15; 111 float var17; 112 113 if (var10.getItem().requiresMultipleRenderPasses()) 114 { 115 if (field_82407_g) 116 { 117 GL11.glScalef(0.5128205F, 0.5128205F, 0.5128205F); 118 GL11.glTranslatef(0.0F, -0.05F, 0.0F); 119 GL11.glDisable(GL11.GL_LIGHTING); 120 } 121 else 122 { 123 GL11.glScalef(0.5F, 0.5F, 0.5F); 124 } 125 126 this.loadTexture(Item.itemsList[var10.itemID].getTextureFile()); 127 128 for (var15 = 0; var15 <= var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15) 129 { 130 this.random.setSeed(187L); //Fixes Vanilla bug where layers would not render aligns properly. 131 var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15); 132 var17 = 1.0F; 133 134 if (this.field_77024_a) 135 { 136 int var18 = Item.itemsList[var10.itemID].func_82790_a(var10, var15); 137 var19 = (float)(var18 >> 16 & 255) / 255.0F; 138 var20 = (float)(var18 >> 8 & 255) / 255.0F; 139 float var21 = (float)(var18 & 255) / 255.0F; 140 GL11.glColor4f(var19 * var17, var20 * var17, var21 * var17, 1.0F); 141 } 142 143 this.func_77020_a(var16, var13); 144 } 145 } 146 else 147 { 148 if (field_82407_g) 149 { 150 GL11.glScalef(0.5128205F, 0.5128205F, 0.5128205F); 151 GL11.glTranslatef(0.0F, -0.05F, 0.0F); 152 GL11.glDisable(GL11.GL_LIGHTING); 153 } 154 else 155 { 156 GL11.glScalef(0.5F, 0.5F, 0.5F); 157 } 158 159 var15 = var10.getIconIndex(); 160 161 this.loadTexture(var10.getItem().getTextureFile()); 162 163 if (this.field_77024_a) 164 { 165 var16 = Item.itemsList[var10.itemID].func_82790_a(var10, 0); 166 var17 = (float)(var16 >> 16 & 255) / 255.0F; 167 var24 = (float)(var16 >> 8 & 255) / 255.0F; 168 var19 = (float)(var16 & 255) / 255.0F; 169 var20 = 1.0F; 170 GL11.glColor4f(var17 * var20, var24 * var20, var19 * var20, 1.0F); 171 } 172 173 this.func_77020_a(var15, var13); 174 } 175 } 176 177 GL11.glDisable(GL12.GL_RESCALE_NORMAL); 178 GL11.glPopMatrix(); 179 } 180 181 private void func_77020_a(int par1, int par2) 182 { 183 Tessellator var3 = Tessellator.instance; 184 float var4 = (float)(par1 % 16 * 16 + 0) / 256.0F; 185 float var5 = (float)(par1 % 16 * 16 + 16) / 256.0F; 186 float var6 = (float)(par1 / 16 * 16 + 0) / 256.0F; 187 float var7 = (float)(par1 / 16 * 16 + 16) / 256.0F; 188 float var8 = 1.0F; 189 float var9 = 0.5F; 190 float var10 = 0.25F; 191 192 for (int var11 = 0; var11 < par2; ++var11) 193 { 194 GL11.glPushMatrix(); 195 196 if (var11 > 0) 197 { 198 float var12 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F; 199 float var13 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F; 200 float var14 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F; 201 GL11.glTranslatef(var12, var13, var14); 202 } 203 204 GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); 205 var3.startDrawingQuads(); 206 var3.setNormal(0.0F, 1.0F, 0.0F); 207 var3.addVertexWithUV((double)(0.0F - var9), (double)(0.0F - var10), 0.0D, (double)var4, (double)var7); 208 var3.addVertexWithUV((double)(var8 - var9), (double)(0.0F - var10), 0.0D, (double)var5, (double)var7); 209 var3.addVertexWithUV((double)(var8 - var9), (double)(1.0F - var10), 0.0D, (double)var5, (double)var6); 210 var3.addVertexWithUV((double)(0.0F - var9), (double)(1.0F - var10), 0.0D, (double)var4, (double)var6); 211 var3.draw(); 212 GL11.glPopMatrix(); 213 } 214 } 215 216 /** 217 * Renders the item's icon or block into the UI at the specified position. 218 */ 219 public void renderItemIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5) 220 { 221 int var6 = par3ItemStack.itemID; 222 int var7 = par3ItemStack.getItemDamage(); 223 int var8 = par3ItemStack.getIconIndex(); 224 int var10; 225 float var12; 226 float var13; 227 float var16; 228 229 if (par3ItemStack.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[par3ItemStack.itemID].getRenderType())) 230 { 231 Block var15 = Block.blocksList[var6]; 232 par2RenderEngine.bindTexture(par2RenderEngine.getTexture(var15.getTextureFile())); 233 GL11.glPushMatrix(); 234 GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel); 235 GL11.glScalef(10.0F, 10.0F, 10.0F); 236 GL11.glTranslatef(1.0F, 0.5F, 1.0F); 237 GL11.glScalef(1.0F, 1.0F, -1.0F); 238 GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F); 239 GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F); 240 var10 = Item.itemsList[var6].func_82790_a(par3ItemStack, 0); 241 var16 = (float)(var10 >> 16 & 255) / 255.0F; 242 var12 = (float)(var10 >> 8 & 255) / 255.0F; 243 var13 = (float)(var10 & 255) / 255.0F; 244 245 if (this.field_77024_a) 246 { 247 GL11.glColor4f(var16, var12, var13, 1.0F); 248 } 249 250 GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); 251 this.renderBlocks.useInventoryTint = this.field_77024_a; 252 this.renderBlocks.renderBlockAsItem(var15, var7, 1.0F); 253 this.renderBlocks.useInventoryTint = true; 254 GL11.glPopMatrix(); 255 } 256 else 257 { 258 int var9; 259 260 if (Item.itemsList[var6].requiresMultipleRenderPasses()) 261 { 262 GL11.glDisable(GL11.GL_LIGHTING); 263 par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[var6].getTextureFile())); 264 265 for (var9 = 0; var9 <= Item.itemsList[var6].getRenderPasses(var7); ++var9) 266 { 267 var10 = Item.itemsList[var6].getIconFromDamageForRenderPass(var7, var9); 268 int var11 = Item.itemsList[var6].func_82790_a(par3ItemStack, var9); 269 var12 = (float)(var11 >> 16 & 255) / 255.0F; 270 var13 = (float)(var11 >> 8 & 255) / 255.0F; 271 float var14 = (float)(var11 & 255) / 255.0F; 272 273 if (this.field_77024_a) 274 { 275 GL11.glColor4f(var12, var13, var14, 1.0F); 276 } 277 278 this.renderTexturedQuad(par4, par5, var10 % 16 * 16, var10 / 16 * 16, 16, 16); 279 } 280 281 GL11.glEnable(GL11.GL_LIGHTING); 282 } 283 else if (var8 >= 0) 284 { 285 GL11.glDisable(GL11.GL_LIGHTING); 286 287 par2RenderEngine.bindTexture(par2RenderEngine.getTexture(par3ItemStack.getItem().getTextureFile())); 288 289 var9 = Item.itemsList[var6].func_82790_a(par3ItemStack, 0); 290 float var17 = (float)(var9 >> 16 & 255) / 255.0F; 291 var16 = (float)(var9 >> 8 & 255) / 255.0F; 292 var12 = (float)(var9 & 255) / 255.0F; 293 294 if (this.field_77024_a) 295 { 296 GL11.glColor4f(var17, var16, var12, 1.0F); 297 } 298 299 this.renderTexturedQuad(par4, par5, var8 % 16 * 16, var8 / 16 * 16, 16, 16); 300 GL11.glEnable(GL11.GL_LIGHTING); 301 } 302 } 303 304 GL11.glEnable(GL11.GL_CULL_FACE); 305 } 306 307 public void func_82406_b(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5) 308 { 309 if (par3ItemStack != null) 310 { 311 if (!ForgeHooksClient.renderInventoryItem(renderBlocks, par2RenderEngine, par3ItemStack, field_77024_a, zLevel, (float)par4, (float)par5)) 312 { 313 this.renderItemIntoGUI(par1FontRenderer, par2RenderEngine, par3ItemStack, par4, par5); 314 } 315 316 if (par3ItemStack != null && par3ItemStack.hasEffect()) 317 { 318 GL11.glDepthFunc(GL11.GL_GREATER); 319 GL11.glDisable(GL11.GL_LIGHTING); 320 GL11.glDepthMask(false); 321 par2RenderEngine.bindTexture(par2RenderEngine.getTexture("%blur%/misc/glint.png")); 322 this.zLevel -= 50.0F; 323 GL11.glEnable(GL11.GL_BLEND); 324 GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR); 325 GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F); 326 this.func_77018_a(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20); 327 GL11.glDisable(GL11.GL_BLEND); 328 GL11.glDepthMask(true); 329 this.zLevel += 50.0F; 330 GL11.glEnable(GL11.GL_LIGHTING); 331 GL11.glDepthFunc(GL11.GL_LEQUAL); 332 } 333 } 334 } 335 336 private void func_77018_a(int par1, int par2, int par3, int par4, int par5) 337 { 338 for (int var6 = 0; var6 < 2; ++var6) 339 { 340 if (var6 == 0) 341 { 342 GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); 343 } 344 345 if (var6 == 1) 346 { 347 GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE); 348 } 349 350 float var7 = 0.00390625F; 351 float var8 = 0.00390625F; 352 float var9 = (float)(Minecraft.getSystemTime() % (long)(3000 + var6 * 1873)) / (3000.0F + (float)(var6 * 1873)) * 256.0F; 353 float var10 = 0.0F; 354 Tessellator var11 = Tessellator.instance; 355 float var12 = 4.0F; 356 357 if (var6 == 1) 358 { 359 var12 = -1.0F; 360 } 361 362 var11.startDrawingQuads(); 363 var11.addVertexWithUV((double)(par2 + 0), (double)(par3 + par5), (double)this.zLevel, (double)((var9 + (float)par5 * var12) * var7), (double)((var10 + (float)par5) * var8)); 364 var11.addVertexWithUV((double)(par2 + par4), (double)(par3 + par5), (double)this.zLevel, (double)((var9 + (float)par4 + (float)par5 * var12) * var7), (double)((var10 + (float)par5) * var8)); 365 var11.addVertexWithUV((double)(par2 + par4), (double)(par3 + 0), (double)this.zLevel, (double)((var9 + (float)par4) * var7), (double)((var10 + 0.0F) * var8)); 366 var11.addVertexWithUV((double)(par2 + 0), (double)(par3 + 0), (double)this.zLevel, (double)((var9 + 0.0F) * var7), (double)((var10 + 0.0F) * var8)); 367 var11.draw(); 368 } 369 } 370 371 /** 372 * Renders the item's overlay information. Examples being stack count or damage on top of the item's image at the 373 * specified position. 374 */ 375 public void renderItemOverlayIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5) 376 { 377 if (par3ItemStack != null) 378 { 379 if (par3ItemStack.stackSize > 1) 380 { 381 String var6 = "" + par3ItemStack.stackSize; 382 GL11.glDisable(GL11.GL_LIGHTING); 383 GL11.glDisable(GL11.GL_DEPTH_TEST); 384 par1FontRenderer.drawStringWithShadow(var6, par4 + 19 - 2 - par1FontRenderer.getStringWidth(var6), par5 + 6 + 3, 16777215); 385 GL11.glEnable(GL11.GL_LIGHTING); 386 GL11.glEnable(GL11.GL_DEPTH_TEST); 387 } 388 389 if (par3ItemStack.isItemDamaged()) 390 { 391 int var11 = (int)Math.round(13.0D - (double)par3ItemStack.getItemDamageForDisplay() * 13.0D / (double)par3ItemStack.getMaxDamage()); 392 int var7 = (int)Math.round(255.0D - (double)par3ItemStack.getItemDamageForDisplay() * 255.0D / (double)par3ItemStack.getMaxDamage()); 393 GL11.glDisable(GL11.GL_LIGHTING); 394 GL11.glDisable(GL11.GL_DEPTH_TEST); 395 GL11.glDisable(GL11.GL_TEXTURE_2D); 396 Tessellator var8 = Tessellator.instance; 397 int var9 = 255 - var7 << 16 | var7 << 8; 398 int var10 = (255 - var7) / 4 << 16 | 16128; 399 this.renderQuad(var8, par4 + 2, par5 + 13, 13, 2, 0); 400 this.renderQuad(var8, par4 + 2, par5 + 13, 12, 1, var10); 401 this.renderQuad(var8, par4 + 2, par5 + 13, var11, 1, var9); 402 GL11.glEnable(GL11.GL_TEXTURE_2D); 403 GL11.glEnable(GL11.GL_LIGHTING); 404 GL11.glEnable(GL11.GL_DEPTH_TEST); 405 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); 406 } 407 } 408 } 409 410 /** 411 * Adds a quad to the tesselator at the specified position with the set width and height and color. Args: 412 * tessellator, x, y, width, height, color 413 */ 414 private void renderQuad(Tessellator par1Tessellator, int par2, int par3, int par4, int par5, int par6) 415 { 416 par1Tessellator.startDrawingQuads(); 417 par1Tessellator.setColorOpaque_I(par6); 418 par1Tessellator.addVertex((double)(par2 + 0), (double)(par3 + 0), 0.0D); 419 par1Tessellator.addVertex((double)(par2 + 0), (double)(par3 + par5), 0.0D); 420 par1Tessellator.addVertex((double)(par2 + par4), (double)(par3 + par5), 0.0D); 421 par1Tessellator.addVertex((double)(par2 + par4), (double)(par3 + 0), 0.0D); 422 par1Tessellator.draw(); 423 } 424 425 /** 426 * Adds a textured quad to the tesselator at the specified position with the specified texture coords, width and 427 * height. Args: x, y, u, v, width, height 428 */ 429 public void renderTexturedQuad(int par1, int par2, int par3, int par4, int par5, int par6) 430 { 431 float var7 = 0.00390625F; 432 float var8 = 0.00390625F; 433 Tessellator var9 = Tessellator.instance; 434 var9.startDrawingQuads(); 435 var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + par6) * var8)); 436 var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + par6) * var8)); 437 var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + 0) * var8)); 438 var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + 0) * var8)); 439 var9.draw(); 440 } 441 442 /** 443 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then 444 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic 445 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, 446 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. 447 */ 448 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) 449 { 450 this.doRenderItem((EntityItem)par1Entity, par2, par4, par6, par8, par9); 451 } 452 }