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