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 }