001    package net.minecraft.client.renderer.entity;
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.block.Block;
007    import net.minecraft.client.Minecraft;
008    import net.minecraft.client.gui.FontRenderer;
009    import net.minecraft.client.renderer.RenderBlocks;
010    import net.minecraft.client.renderer.RenderEngine;
011    import net.minecraft.client.renderer.Tessellator;
012    import net.minecraft.entity.Entity;
013    import net.minecraft.entity.item.EntityItem;
014    import net.minecraft.item.Item;
015    import net.minecraft.item.ItemBlock;
016    import net.minecraft.item.ItemStack;
017    import net.minecraft.util.MathHelper;
018    import org.lwjgl.opengl.GL11;
019    import org.lwjgl.opengl.GL12;
020    
021    import net.minecraftforge.client.ForgeHooksClient;
022    
023    @SideOnly(Side.CLIENT)
024    public class RenderItem extends Render
025    {
026        private RenderBlocks renderBlocks = new RenderBlocks();
027    
028        /** The RNG used in RenderItem (for bobbing itemstacks on the ground) */
029        private Random random = new Random();
030        public boolean field_77024_a = true;
031    
032        /** Defines the zLevel of rendering of item on GUI. */
033        public float zLevel = 0.0F;
034        public static boolean field_82407_g = false;
035    
036        public RenderItem()
037        {
038            this.shadowSize = 0.15F;
039            this.shadowOpaque = 0.75F;
040        }
041    
042        /**
043         * Renders the item
044         */
045        public void doRenderItem(EntityItem par1EntityItem, double par2, double par4, double par6, float par8, float par9)
046        {
047            this.random.setSeed(187L);
048            ItemStack var10 = par1EntityItem.item;
049    
050            if (var10.getItem() != null)
051            {
052                GL11.glPushMatrix();
053                float var11 = MathHelper.sin(((float)par1EntityItem.age + par9) / 10.0F + par1EntityItem.hoverStart) * 0.1F + 0.1F;
054                float var12 = (((float)par1EntityItem.age + par9) / 20.0F + par1EntityItem.hoverStart) * (180F / (float)Math.PI);
055                byte var13 = 1;
056    
057                if (par1EntityItem.item.stackSize > 1)
058                {
059                    var13 = 2;
060                }
061    
062                if (par1EntityItem.item.stackSize > 5)
063                {
064                    var13 = 3;
065                }
066    
067                if (par1EntityItem.item.stackSize > 20)
068                {
069                    var13 = 4;
070                }
071    
072                GL11.glTranslatef((float)par2, (float)par4 + var11, (float)par6);
073                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
074                int var16;
075                float var19;
076                float var20;
077                float var24;
078    
079                if (ForgeHooksClient.renderEntityItem(par1EntityItem, var10, var11, var12, random, renderManager.renderEngine, renderBlocks))
080                {
081                    ;
082                }
083                else if (var10.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[var10.itemID].getRenderType()))
084                {
085                    GL11.glRotatef(var12, 0.0F, 1.0F, 0.0F);
086    
087                    if (field_82407_g)
088                    {
089                        GL11.glScalef(1.25F, 1.25F, 1.25F);
090                        GL11.glTranslatef(0.0F, 0.05F, 0.0F);
091                        GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
092                    }
093    
094                    this.loadTexture(Block.blocksList[var10.itemID].getTextureFile());
095                    float var22 = 0.25F;
096                    var16 = Block.blocksList[var10.itemID].getRenderType();
097    
098                    if (var16 == 1 || var16 == 19 || var16 == 12 || var16 == 2)
099                    {
100                        var22 = 0.5F;
101                    }
102    
103                    GL11.glScalef(var22, var22, var22);
104    
105                    for (int var23 = 0; var23 < var13; ++var23)
106                    {
107                        GL11.glPushMatrix();
108    
109                        if (var23 > 0)
110                        {
111                            var24 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22;
112                            var19 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22;
113                            var20 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.2F / var22;
114                            GL11.glTranslatef(var24, var19, var20);
115                        }
116    
117                        var24 = 1.0F;
118                        this.renderBlocks.renderBlockAsItem(Block.blocksList[var10.itemID], var10.getItemDamage(), var24);
119                        GL11.glPopMatrix();
120                    }
121                }
122                else
123                {
124                    int var15;
125                    float var17;
126    
127                    if (var10.getItem().requiresMultipleRenderPasses())
128                    {
129                        if (field_82407_g)
130                        {
131                            GL11.glScalef(0.5128205F, 0.5128205F, 0.5128205F);
132                            GL11.glTranslatef(0.0F, -0.05F, 0.0F);
133                            GL11.glDisable(GL11.GL_LIGHTING);
134                        }
135                        else
136                        {
137                            GL11.glScalef(0.5F, 0.5F, 0.5F);
138                        }
139    
140                        this.loadTexture(Item.itemsList[var10.itemID].getTextureFile());
141    
142                        for (var15 = 0; var15 < var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
143                        {
144                            this.random.setSeed(187L); //Fixes Vanilla bug where layers would not render aligns properly.
145                            var16 = var10.getItem().getIconFromItemStackForMultiplePasses(var10, var15);
146                            var17 = 1.0F;
147    
148                            if (this.field_77024_a)
149                            {
150                                int var18 = Item.itemsList[var10.itemID].getColorFromItemStack(var10, var15);
151                                var19 = (float)(var18 >> 16 & 255) / 255.0F;
152                                var20 = (float)(var18 >> 8 & 255) / 255.0F;
153                                float var21 = (float)(var18 & 255) / 255.0F;
154                                GL11.glColor4f(var19 * var17, var20 * var17, var21 * var17, 1.0F);
155                            }
156    
157                            this.func_77020_a(var16, var13);
158                        }
159                    }
160                    else
161                    {
162                        if (field_82407_g)
163                        {
164                            GL11.glScalef(0.5128205F, 0.5128205F, 0.5128205F);
165                            GL11.glTranslatef(0.0F, -0.05F, 0.0F);
166                            GL11.glDisable(GL11.GL_LIGHTING);
167                        }
168                        else
169                        {
170                            GL11.glScalef(0.5F, 0.5F, 0.5F);
171                        }
172    
173                        var15 = var10.getIconIndex();
174    
175                        this.loadTexture(var10.getItem().getTextureFile());
176    
177                        if (this.field_77024_a)
178                        {
179                            var16 = Item.itemsList[var10.itemID].getColorFromItemStack(var10, 0);
180                            var17 = (float)(var16 >> 16 & 255) / 255.0F;
181                            var24 = (float)(var16 >> 8 & 255) / 255.0F;
182                            var19 = (float)(var16 & 255) / 255.0F;
183                            var20 = 1.0F;
184                            GL11.glColor4f(var17 * var20, var24 * var20, var19 * var20, 1.0F);
185                        }
186    
187                        this.func_77020_a(var15, var13);
188                    }
189                }
190    
191                GL11.glDisable(GL12.GL_RESCALE_NORMAL);
192                GL11.glPopMatrix();
193            }
194        }
195    
196        private void func_77020_a(int par1, int par2)
197        {
198            Tessellator var3 = Tessellator.instance;
199            float var4 = (float)(par1 % 16 * 16 + 0) / 256.0F;
200            float var5 = (float)(par1 % 16 * 16 + 16) / 256.0F;
201            float var6 = (float)(par1 / 16 * 16 + 0) / 256.0F;
202            float var7 = (float)(par1 / 16 * 16 + 16) / 256.0F;
203            float var8 = 1.0F;
204            float var9 = 0.5F;
205            float var10 = 0.25F;
206    
207            for (int var11 = 0; var11 < par2; ++var11)
208            {
209                GL11.glPushMatrix();
210    
211                if (var11 > 0)
212                {
213                    float var12 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F;
214                    float var13 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F;
215                    float var14 = (this.random.nextFloat() * 2.0F - 1.0F) * 0.3F;
216                    GL11.glTranslatef(var12, var13, var14);
217                }
218    
219                GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
220                var3.startDrawingQuads();
221                var3.setNormal(0.0F, 1.0F, 0.0F);
222                var3.addVertexWithUV((double)(0.0F - var9), (double)(0.0F - var10), 0.0D, (double)var4, (double)var7);
223                var3.addVertexWithUV((double)(var8 - var9), (double)(0.0F - var10), 0.0D, (double)var5, (double)var7);
224                var3.addVertexWithUV((double)(var8 - var9), (double)(1.0F - var10), 0.0D, (double)var5, (double)var6);
225                var3.addVertexWithUV((double)(0.0F - var9), (double)(1.0F - var10), 0.0D, (double)var4, (double)var6);
226                var3.draw();
227                GL11.glPopMatrix();
228            }
229        }
230    
231        /**
232         * Renders the item's icon or block into the UI at the specified position.
233         */
234        public void renderItemIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
235        {
236            int var6 = par3ItemStack.itemID;
237            int var7 = par3ItemStack.getItemDamage();
238            int var8 = par3ItemStack.getIconIndex();
239            int var10;
240            float var12;
241            float var13;
242            float var16;
243    
244            if (par3ItemStack.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[par3ItemStack.itemID].getRenderType()))
245            {
246                Block var15 = Block.blocksList[var6];
247                par2RenderEngine.bindTexture(par2RenderEngine.getTexture(var15.getTextureFile()));
248                GL11.glPushMatrix();
249                GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel);
250                GL11.glScalef(10.0F, 10.0F, 10.0F);
251                GL11.glTranslatef(1.0F, 0.5F, 1.0F);
252                GL11.glScalef(1.0F, 1.0F, -1.0F);
253                GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F);
254                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
255                var10 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, 0);
256                var16 = (float)(var10 >> 16 & 255) / 255.0F;
257                var12 = (float)(var10 >> 8 & 255) / 255.0F;
258                var13 = (float)(var10 & 255) / 255.0F;
259    
260                if (this.field_77024_a)
261                {
262                    GL11.glColor4f(var16, var12, var13, 1.0F);
263                }
264    
265                GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
266                this.renderBlocks.useInventoryTint = this.field_77024_a;
267                this.renderBlocks.renderBlockAsItem(var15, var7, 1.0F);
268                this.renderBlocks.useInventoryTint = true;
269                GL11.glPopMatrix();
270            }
271            else
272            {
273                int var9;
274    
275                if (Item.itemsList[var6].requiresMultipleRenderPasses())
276                {
277                    GL11.glDisable(GL11.GL_LIGHTING);
278                    par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[var6].getTextureFile()));
279    
280                    for (var9 = 0; var9 < Item.itemsList[var6].getRenderPasses(var7); ++var9)
281                    {
282                        var10 = Item.itemsList[var6].getIconFromItemStackForMultiplePasses(par3ItemStack, var9);
283                        int var11 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, var9);
284                        var12 = (float)(var11 >> 16 & 255) / 255.0F;
285                        var13 = (float)(var11 >> 8 & 255) / 255.0F;
286                        float var14 = (float)(var11 & 255) / 255.0F;
287    
288                        if (this.field_77024_a)
289                        {
290                            GL11.glColor4f(var12, var13, var14, 1.0F);
291                        }
292    
293                        this.renderTexturedQuad(par4, par5, var10 % 16 * 16, var10 / 16 * 16, 16, 16);
294                    }
295    
296                    GL11.glEnable(GL11.GL_LIGHTING);
297                }
298                else if (var8 >= 0)
299                {
300                    GL11.glDisable(GL11.GL_LIGHTING);
301    
302                    par2RenderEngine.bindTexture(par2RenderEngine.getTexture(par3ItemStack.getItem().getTextureFile()));
303    
304                    var9 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, 0);
305                    float var17 = (float)(var9 >> 16 & 255) / 255.0F;
306                    var16 = (float)(var9 >> 8 & 255) / 255.0F;
307                    var12 = (float)(var9 & 255) / 255.0F;
308    
309                    if (this.field_77024_a)
310                    {
311                        GL11.glColor4f(var17, var16, var12, 1.0F);
312                    }
313    
314                    this.renderTexturedQuad(par4, par5, var8 % 16 * 16, var8 / 16 * 16, 16, 16);
315                    GL11.glEnable(GL11.GL_LIGHTING);
316                }
317            }
318    
319            GL11.glEnable(GL11.GL_CULL_FACE);
320        }
321    
322        /**
323         * Render the item's icon or block into the GUI, including the glint effect.
324         */
325        public void renderItemAndEffectIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
326        {
327            if (par3ItemStack != null)
328            {
329                if (!ForgeHooksClient.renderInventoryItem(renderBlocks, par2RenderEngine, par3ItemStack, field_77024_a, zLevel, (float)par4, (float)par5))
330                {
331                    this.renderItemIntoGUI(par1FontRenderer, par2RenderEngine, par3ItemStack, par4, par5);
332                }
333    
334                if (par3ItemStack != null && par3ItemStack.hasEffect())
335                {
336                    GL11.glDepthFunc(GL11.GL_GREATER);
337                    GL11.glDisable(GL11.GL_LIGHTING);
338                    GL11.glDepthMask(false);
339                    par2RenderEngine.bindTexture(par2RenderEngine.getTexture("%blur%/misc/glint.png"));
340                    this.zLevel -= 50.0F;
341                    GL11.glEnable(GL11.GL_BLEND);
342                    GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
343                    GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
344                    this.func_77018_a(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20);
345                    GL11.glDisable(GL11.GL_BLEND);
346                    GL11.glDepthMask(true);
347                    this.zLevel += 50.0F;
348                    GL11.glEnable(GL11.GL_LIGHTING);
349                    GL11.glDepthFunc(GL11.GL_LEQUAL);
350                }
351            }
352        }
353    
354        private void func_77018_a(int par1, int par2, int par3, int par4, int par5)
355        {
356            for (int var6 = 0; var6 < 2; ++var6)
357            {
358                if (var6 == 0)
359                {
360                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
361                }
362    
363                if (var6 == 1)
364                {
365                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
366                }
367    
368                float var7 = 0.00390625F;
369                float var8 = 0.00390625F;
370                float var9 = (float)(Minecraft.getSystemTime() % (long)(3000 + var6 * 1873)) / (3000.0F + (float)(var6 * 1873)) * 256.0F;
371                float var10 = 0.0F;
372                Tessellator var11 = Tessellator.instance;
373                float var12 = 4.0F;
374    
375                if (var6 == 1)
376                {
377                    var12 = -1.0F;
378                }
379    
380                var11.startDrawingQuads();
381                var11.addVertexWithUV((double)(par2 + 0), (double)(par3 + par5), (double)this.zLevel, (double)((var9 + (float)par5 * var12) * var7), (double)((var10 + (float)par5) * var8));
382                var11.addVertexWithUV((double)(par2 + par4), (double)(par3 + par5), (double)this.zLevel, (double)((var9 + (float)par4 + (float)par5 * var12) * var7), (double)((var10 + (float)par5) * var8));
383                var11.addVertexWithUV((double)(par2 + par4), (double)(par3 + 0), (double)this.zLevel, (double)((var9 + (float)par4) * var7), (double)((var10 + 0.0F) * var8));
384                var11.addVertexWithUV((double)(par2 + 0), (double)(par3 + 0), (double)this.zLevel, (double)((var9 + 0.0F) * var7), (double)((var10 + 0.0F) * var8));
385                var11.draw();
386            }
387        }
388    
389        /**
390         * Renders the item's overlay information. Examples being stack count or damage on top of the item's image at the
391         * specified position.
392         */
393        public void renderItemOverlayIntoGUI(FontRenderer par1FontRenderer, RenderEngine par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
394        {
395            if (par3ItemStack != null)
396            {
397                if (par3ItemStack.stackSize > 1)
398                {
399                    String var6 = "" + par3ItemStack.stackSize;
400                    GL11.glDisable(GL11.GL_LIGHTING);
401                    GL11.glDisable(GL11.GL_DEPTH_TEST);
402                    par1FontRenderer.drawStringWithShadow(var6, par4 + 19 - 2 - par1FontRenderer.getStringWidth(var6), par5 + 6 + 3, 16777215);
403                    GL11.glEnable(GL11.GL_LIGHTING);
404                    GL11.glEnable(GL11.GL_DEPTH_TEST);
405                }
406    
407                if (par3ItemStack.isItemDamaged())
408                {
409                    int var11 = (int)Math.round(13.0D - (double)par3ItemStack.getItemDamageForDisplay() * 13.0D / (double)par3ItemStack.getMaxDamage());
410                    int var7 = (int)Math.round(255.0D - (double)par3ItemStack.getItemDamageForDisplay() * 255.0D / (double)par3ItemStack.getMaxDamage());
411                    GL11.glDisable(GL11.GL_LIGHTING);
412                    GL11.glDisable(GL11.GL_DEPTH_TEST);
413                    GL11.glDisable(GL11.GL_TEXTURE_2D);
414                    Tessellator var8 = Tessellator.instance;
415                    int var9 = 255 - var7 << 16 | var7 << 8;
416                    int var10 = (255 - var7) / 4 << 16 | 16128;
417                    this.renderQuad(var8, par4 + 2, par5 + 13, 13, 2, 0);
418                    this.renderQuad(var8, par4 + 2, par5 + 13, 12, 1, var10);
419                    this.renderQuad(var8, par4 + 2, par5 + 13, var11, 1, var9);
420                    GL11.glEnable(GL11.GL_TEXTURE_2D);
421                    GL11.glEnable(GL11.GL_LIGHTING);
422                    GL11.glEnable(GL11.GL_DEPTH_TEST);
423                    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
424                }
425            }
426        }
427    
428        /**
429         * Adds a quad to the tesselator at the specified position with the set width and height and color.  Args:
430         * tessellator, x, y, width, height, color
431         */
432        private void renderQuad(Tessellator par1Tessellator, int par2, int par3, int par4, int par5, int par6)
433        {
434            par1Tessellator.startDrawingQuads();
435            par1Tessellator.setColorOpaque_I(par6);
436            par1Tessellator.addVertex((double)(par2 + 0), (double)(par3 + 0), 0.0D);
437            par1Tessellator.addVertex((double)(par2 + 0), (double)(par3 + par5), 0.0D);
438            par1Tessellator.addVertex((double)(par2 + par4), (double)(par3 + par5), 0.0D);
439            par1Tessellator.addVertex((double)(par2 + par4), (double)(par3 + 0), 0.0D);
440            par1Tessellator.draw();
441        }
442    
443        /**
444         * Adds a textured quad to the tesselator at the specified position with the specified texture coords, width and
445         * height.  Args: x, y, u, v, width, height
446         */
447        public void renderTexturedQuad(int par1, int par2, int par3, int par4, int par5, int par6)
448        {
449            float var7 = 0.00390625F;
450            float var8 = 0.00390625F;
451            Tessellator var9 = Tessellator.instance;
452            var9.startDrawingQuads();
453            var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + par6) * var8));
454            var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + par6) * var8));
455            var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + 0) * var8));
456            var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + 0) * var8));
457            var9.draw();
458        }
459    
460        /**
461         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
462         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
463         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
464         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
465         */
466        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
467        {
468            this.doRenderItem((EntityItem)par1Entity, par2, par4, par6, par8, par9);
469        }
470    }