    001    package net.minecraft.client.renderer;
    002
    003    import cpw.mods.fml.client.TextureFXManager;
    004    import cpw.mods.fml.relauncher.Side;
    005    import cpw.mods.fml.relauncher.SideOnly;
    006    import net.minecraft.block.Block;
    007    import net.minecraft.block.material.Material;
    008    import net.minecraft.client.Minecraft;
    009    import net.minecraft.client.entity.EntityClientPlayerMP;
    010    import net.minecraft.client.entity.EntityPlayerSP;
    011    import net.minecraft.client.gui.MapItemRenderer;
    012    import net.minecraft.client.renderer.entity.Render;
    013    import net.minecraft.client.renderer.entity.RenderManager;
    014    import net.minecraft.client.renderer.entity.RenderPlayer;
    015    import net.minecraft.entity.EntityLiving;
    016    import net.minecraft.item.EnumAction;
    017    import net.minecraft.item.Item;
    018    import net.minecraft.item.ItemBlock;
    019    import net.minecraft.item.ItemMap;
    020    import net.minecraft.item.ItemStack;
    021    import net.minecraft.util.MathHelper;
    022    import net.minecraft.world.storage.MapData;
    023    import org.lwjgl.opengl.GL11;
    024    import org.lwjgl.opengl.GL12;
    025
    026    import net.minecraftforge.client.ForgeHooksClient;
    027    import net.minecraftforge.client.IItemRenderer;
    028    import net.minecraftforge.client.MinecraftForgeClient;
    029    import static net.minecraftforge.client.IItemRenderer.ItemRenderType.*;
    030    import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.*;
    031
    032    @SideOnly(Side.CLIENT)
    033    public class ItemRenderer
    034    {
    035        /** A reference to the Minecraft object. */
    036        private Minecraft mc;
    037        private ItemStack itemToRender = null;
    038
    039        /**
    040         * How far the current item has been equipped (0 disequipped and 1 fully up)
    041         */
    042        private float equippedProgress = 0.0F;
    043        private float prevEquippedProgress = 0.0F;
    044
    045        /** Instance of RenderBlocks. */
    046        private RenderBlocks renderBlocksInstance = new RenderBlocks();
    047        public final MapItemRenderer mapItemRenderer;
    048
    049        /** The index of the currently held item (0-8, or -1 if not yet updated) */
    050        private int equippedItemSlot = -1;
    051
    052        public ItemRenderer(Minecraft par1Minecraft)
    053        {
    054            this.mc = par1Minecraft;
    055            this.mapItemRenderer = new MapItemRenderer(par1Minecraft.fontRenderer, par1Minecraft.gameSettings, par1Minecraft.renderEngine);
    056        }
    057
    058        /**
    059         * Renders the item stack for being in an entity's hand Args: itemStack
    060         */
    061        public void renderItem(EntityLiving par1EntityLiving, ItemStack par2ItemStack, int par3)
    062        {
    063            GL11.glPushMatrix();
    064
    065            IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(par2ItemStack, EQUIPPED);
    066
    067            if (customRenderer != null)
    068            {
    069                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
    070                ForgeHooksClient.renderEquippedItem(customRenderer, renderBlocksInstance, par1EntityLiving, par2ItemStack);
    071            }
    072            else if (par2ItemStack.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[par2ItemStack.itemID].getRenderType()))
    073            {
    074                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
    075                this.renderBlocksInstance.renderBlockAsItem(Block.blocksList[par2ItemStack.itemID], par2ItemStack.getItemDamage(), 1.0F);
    076            }
    077            else
    078            {
    079                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
    080
    081                Tessellator var5 = Tessellator.instance;
    082                int var6 = par1EntityLiving.getItemIcon(par2ItemStack, par3);
    083                float var7 = ((float)(var6 % 16 * 16) + 0.0F) / 256.0F;
    084                float var8 = ((float)(var6 % 16 * 16) + 15.99F) / 256.0F;
    085                float var9 = ((float)(var6 / 16 * 16) + 0.0F) / 256.0F;
    086                float var10 = ((float)(var6 / 16 * 16) + 15.99F) / 256.0F;
    087                float var11 = 0.0F;
    088                float var12 = 0.3F;
    089                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    090                GL11.glTranslatef(-var11, -var12, 0.0F);
    091                float var13 = 1.5F;
    092                GL11.glScalef(var13, var13, var13);
    093                GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
    094                GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
    095                GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
    096                renderItemIn2D(var5, var8, var9, var7, var10, 0.0625F);
    097
    098                if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0)
    099                {
    100                    GL11.glDepthFunc(GL11.GL_EQUAL);
    101                    GL11.glDisable(GL11.GL_LIGHTING);
    102                    this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("%blur%/misc/glint.png"));
    103                    GL11.glEnable(GL11.GL_BLEND);
    104                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
    105                    float var14 = 0.76F;
    106                    GL11.glColor4f(0.5F * var14, 0.25F * var14, 0.8F * var14, 1.0F);
    107                    GL11.glMatrixMode(GL11.GL_TEXTURE);
    108                    GL11.glPushMatrix();
    109                    float var15 = 0.125F;
    110                    GL11.glScalef(var15, var15, var15);
    111                    float var16 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
    112                    GL11.glTranslatef(var16, 0.0F, 0.0F);
    113                    GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
    114                    renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F, 0.0625F);
    115                    GL11.glPopMatrix();
    116                    GL11.glPushMatrix();
    117                    GL11.glScalef(var15, var15, var15);
    118                    var16 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
    119                    GL11.glTranslatef(-var16, 0.0F, 0.0F);
    120                    GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
    121                    renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F, 0.0625F);
    122                    GL11.glPopMatrix();
    123                    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    124                    GL11.glDisable(GL11.GL_BLEND);
    125                    GL11.glEnable(GL11.GL_LIGHTING);
    126                    GL11.glDepthFunc(GL11.GL_LEQUAL);
    127                }
    128
    129                GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    130            }
    131
    132            GL11.glPopMatrix();
    133        }
    134
    135        /**
    136         * Renders an item held in hand as a 2D texture with thickness
    137         */
    138        public static void renderItemIn2D(Tessellator par0Tessellator, float par1, float par2, float par3, float par4, float par5)
    139        {
    140            float var6 = 1.0F;
    141            par0Tessellator.startDrawingQuads();
    142            par0Tessellator.setNormal(0.0F, 0.0F, 1.0F);
    143            par0Tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, (double)par1, (double)par4);
    144            par0Tessellator.addVertexWithUV((double)var6, 0.0D, 0.0D, (double)par3, (double)par4);
    145            par0Tessellator.addVertexWithUV((double)var6, 1.0D, 0.0D, (double)par3, (double)par2);
    146            par0Tessellator.addVertexWithUV(0.0D, 1.0D, 0.0D, (double)par1, (double)par2);
    147            par0Tessellator.draw();
    148            par0Tessellator.startDrawingQuads();
    149            par0Tessellator.setNormal(0.0F, 0.0F, -1.0F);
    150            par0Tessellator.addVertexWithUV(0.0D, 1.0D, (double)(0.0F - par5), (double)par1, (double)par2);
    151            par0Tessellator.addVertexWithUV((double)var6, 1.0D, (double)(0.0F - par5), (double)par3, (double)par2);
    152            par0Tessellator.addVertexWithUV((double)var6, 0.0D, (double)(0.0F - par5), (double)par3, (double)par4);
    153            par0Tessellator.addVertexWithUV(0.0D, 0.0D, (double)(0.0F - par5), (double)par1, (double)par4);
    154            par0Tessellator.draw();
    155            par0Tessellator.startDrawingQuads();
    156            par0Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
    157            int var7;
    158            float var8;
    159            float var9;
    160            float var10;
    161
    162            /* Gets the width/16 of the currently bound texture, used
    163             * to fix the side rendering issues on textures != 16 */
    164            int tileSize = TextureFXManager.instance().getTextureDimensions(GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D)).width / 16;
    165
    166            float tx = 1.0f / (32 * tileSize);
    167            float tz = 1.0f /  tileSize;
    168
    169            for (var7 = 0; var7 < tileSize; ++var7)
    170            {
    171                var8 = (float)var7 / tileSize;
    172                var9 = par1 + (par3 - par1) * var8 - tx;
    173                var10 = var6 * var8;
    174                par0Tessellator.addVertexWithUV((double)var10, 0.0D, (double)(0.0F - par5), (double)var9, (double)par4);
    175                par0Tessellator.addVertexWithUV((double)var10, 0.0D, 0.0D, (double)var9, (double)par4);
    176                par0Tessellator.addVertexWithUV((double)var10, 1.0D, 0.0D, (double)var9, (double)par2);
    177                par0Tessellator.addVertexWithUV((double)var10, 1.0D, (double)(0.0F - par5), (double)var9, (double)par2);
    178            }
    179
    180            par0Tessellator.draw();
    181            par0Tessellator.startDrawingQuads();
    182            par0Tessellator.setNormal(1.0F, 0.0F, 0.0F);
    183
    184            for (var7 = 0; var7 < tileSize; ++var7)
    185            {
    186                var8 = (float)var7 / tileSize;
    187                var9 = par1 + (par3 - par1) * var8 - tx;
    188                var10 = var6 * var8 + tz;
    189                par0Tessellator.addVertexWithUV((double)var10, 1.0D, (double)(0.0F - par5), (double)var9, (double)par2);
    190                par0Tessellator.addVertexWithUV((double)var10, 1.0D, 0.0D, (double)var9, (double)par2);
    191                par0Tessellator.addVertexWithUV((double)var10, 0.0D, 0.0D, (double)var9, (double)par4);
    192                par0Tessellator.addVertexWithUV((double)var10, 0.0D, (double)(0.0F - par5), (double)var9, (double)par4);
    193            }
    194
    195            par0Tessellator.draw();
    196            par0Tessellator.startDrawingQuads();
    197            par0Tessellator.setNormal(0.0F, 1.0F, 0.0F);
    198
    199            for (var7 = 0; var7 < tileSize; ++var7)
    200            {
    201                var8 = (float)var7 / tileSize;
    202                var9 = par4 + (par2 - par4) * var8 - tx;
    203                var10 = var6 * var8 + tz;
    204                par0Tessellator.addVertexWithUV(0.0D, (double)var10, 0.0D, (double)par1, (double)var9);
    205                par0Tessellator.addVertexWithUV((double)var6, (double)var10, 0.0D, (double)par3, (double)var9);
    206                par0Tessellator.addVertexWithUV((double)var6, (double)var10, (double)(0.0F - par5), (double)par3, (double)var9);
    207                par0Tessellator.addVertexWithUV(0.0D, (double)var10, (double)(0.0F - par5), (double)par1, (double)var9);
    208            }
    209
    210            par0Tessellator.draw();
    211            par0Tessellator.startDrawingQuads();
    212            par0Tessellator.setNormal(0.0F, -1.0F, 0.0F);
    213
    214            for (var7 = 0; var7 < tileSize; ++var7)
    215            {
    216                var8 = (float)var7 / tileSize;
    217                var9 = par4 + (par2 - par4) * var8 - tx;
    218                var10 = var6 * var8;
    219                par0Tessellator.addVertexWithUV((double)var6, (double)var10, 0.0D, (double)par3, (double)var9);
    220                par0Tessellator.addVertexWithUV(0.0D, (double)var10, 0.0D, (double)par1, (double)var9);
    221                par0Tessellator.addVertexWithUV(0.0D, (double)var10, (double)(0.0F - par5), (double)par1, (double)var9);
    222                par0Tessellator.addVertexWithUV((double)var6, (double)var10, (double)(0.0F - par5), (double)par3, (double)var9);
    223            }
    224
    225            par0Tessellator.draw();
    226        }
    227
    228        /**
    229         * Renders the active item in the player's hand when in first person mode. Args: partialTickTime
    230         */
    231        public void renderItemInFirstPerson(float par1)
    232        {
    233            float var2 = this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * par1;
    234            EntityClientPlayerMP var3 = this.mc.thePlayer;
    235            float var4 = var3.prevRotationPitch + (var3.rotationPitch - var3.prevRotationPitch) * par1;
    236            GL11.glPushMatrix();
    237            GL11.glRotatef(var4, 1.0F, 0.0F, 0.0F);
    238            GL11.glRotatef(var3.prevRotationYaw + (var3.rotationYaw - var3.prevRotationYaw) * par1, 0.0F, 1.0F, 0.0F);
    239            RenderHelper.enableStandardItemLighting();
    240            GL11.glPopMatrix();
    241            float var6;
    242            float var7;
    243
    244            if (var3 instanceof EntityPlayerSP)
    245            {
    246                EntityPlayerSP var5 = (EntityPlayerSP)var3;
    247                var6 = var5.prevRenderArmPitch + (var5.renderArmPitch - var5.prevRenderArmPitch) * par1;
    248                var7 = var5.prevRenderArmYaw + (var5.renderArmYaw - var5.prevRenderArmYaw) * par1;
    249                GL11.glRotatef((var3.rotationPitch - var6) * 0.1F, 1.0F, 0.0F, 0.0F);
    250                GL11.glRotatef((var3.rotationYaw - var7) * 0.1F, 0.0F, 1.0F, 0.0F);
    251            }
    252
    253            ItemStack var17 = this.itemToRender;
    254            var6 = this.mc.theWorld.getLightBrightness(MathHelper.floor_double(var3.posX), MathHelper.floor_double(var3.posY), MathHelper.floor_double(var3.posZ));
    255            var6 = 1.0F;
    256            int var18 = this.mc.theWorld.getLightBrightnessForSkyBlocks(MathHelper.floor_double(var3.posX), MathHelper.floor_double(var3.posY), MathHelper.floor_double(var3.posZ), 0);
    257            int var8 = var18 % 65536;
    258            int var9 = var18 / 65536;
    259            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var8 / 1.0F, (float)var9 / 1.0F);
    260            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    261            float var10;
    262            float var21;
    263            float var20;
    264
    265            if (var17 != null)
    266            {
    267                var18 = Item.itemsList[var17.itemID].getColorFromItemStack(var17, 0);
    268                var20 = (float)(var18 >> 16 & 255) / 255.0F;
    269                var21 = (float)(var18 >> 8 & 255) / 255.0F;
    270                var10 = (float)(var18 & 255) / 255.0F;
    271                GL11.glColor4f(var6 * var20, var6 * var21, var6 * var10, 1.0F);
    272            }
    273            else
    274            {
    275                GL11.glColor4f(var6, var6, var6, 1.0F);
    276            }
    277
    278            float var11;
    279            float var12;
    280            float var13;
    281            Render var24;
    282            RenderPlayer var26;
    283
    284            if (var17 != null && var17.getItem() instanceof ItemMap)
    285            {
    286                IItemRenderer custom = MinecraftForgeClient.getItemRenderer(var17, FIRST_PERSON_MAP);
    287                GL11.glPushMatrix();
    288                var7 = 0.8F;
    289                var20 = var3.getSwingProgress(par1);
    290                var21 = MathHelper.sin(var20 * (float)Math.PI);
    291                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
    292                GL11.glTranslatef(-var10 * 0.4F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.2F, -var21 * 0.2F);
    293                var20 = 1.0F - var4 / 45.0F + 0.1F;
    294
    295                if (var20 < 0.0F)
    296                {
    297                    var20 = 0.0F;
    298                }
    299
    300                if (var20 > 1.0F)
    301                {
    302                    var20 = 1.0F;
    303                }
    304
    305                var20 = -MathHelper.cos(var20 * (float)Math.PI) * 0.5F + 0.5F;
    306                GL11.glTranslatef(0.0F, 0.0F * var7 - (1.0F - var2) * 1.2F - var20 * 0.5F + 0.04F, -0.9F * var7);
    307                GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
    308                GL11.glRotatef(var20 * -85.0F, 0.0F, 0.0F, 1.0F);
    309                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    310                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTextureForDownloadableImage(this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
    311
    312                for (var9 = 0; var9 < 2; ++var9)
    313                {
    314                    int var22 = var9 * 2 - 1;
    315                    GL11.glPushMatrix();
    316                    GL11.glTranslatef(-0.0F, -0.6F, 1.1F * (float)var22);
    317                    GL11.glRotatef((float)(-45 * var22), 1.0F, 0.0F, 0.0F);
    318                    GL11.glRotatef(-90.0F, 0.0F, 0.0F, 1.0F);
    319                    GL11.glRotatef(59.0F, 0.0F, 0.0F, 1.0F);
    320                    GL11.glRotatef((float)(-65 * var22), 0.0F, 1.0F, 0.0F);
    321                    var24 = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
    322                    var26 = (RenderPlayer)var24;
    323                    var13 = 1.0F;
    324                    GL11.glScalef(var13, var13, var13);
    325                    var26.func_82441_a(this.mc.thePlayer);
    326                    GL11.glPopMatrix();
    327                }
    328
    329                var21 = var3.getSwingProgress(par1);
    330                var10 = MathHelper.sin(var21 * var21 * (float)Math.PI);
    331                var11 = MathHelper.sin(MathHelper.sqrt_float(var21) * (float)Math.PI);
    332                GL11.glRotatef(-var10 * 20.0F, 0.0F, 1.0F, 0.0F);
    333                GL11.glRotatef(-var11 * 20.0F, 0.0F, 0.0F, 1.0F);
    334                GL11.glRotatef(-var11 * 80.0F, 1.0F, 0.0F, 0.0F);
    335                var12 = 0.38F;
    336                GL11.glScalef(var12, var12, var12);
    337                GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
    338                GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
    339                GL11.glTranslatef(-1.0F, -1.0F, 0.0F);
    340                var13 = 0.015625F;
    341                GL11.glScalef(var13, var13, var13);
    342                this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("/misc/mapbg.png"));
    343                Tessellator var28 = Tessellator.instance;
    344                GL11.glNormal3f(0.0F, 0.0F, -1.0F);
    345                var28.startDrawingQuads();
    346                byte var27 = 7;
    347                var28.addVertexWithUV((double)(0 - var27), (double)(128 + var27), 0.0D, 0.0D, 1.0D);
    348                var28.addVertexWithUV((double)(128 + var27), (double)(128 + var27), 0.0D, 1.0D, 1.0D);
    349                var28.addVertexWithUV((double)(128 + var27), (double)(0 - var27), 0.0D, 1.0D, 0.0D);
    350                var28.addVertexWithUV((double)(0 - var27), (double)(0 - var27), 0.0D, 0.0D, 0.0D);
    351                var28.draw();
    352                MapData var16 = ((ItemMap)var17.getItem()).getMapData(var17, this.mc.theWorld);
    353                if (custom == null)
    354                {
    355                    if (var16 != null)
    356                    {
    357                        this.mapItemRenderer.renderMap(this.mc.thePlayer, this.mc.renderEngine, var16);
    358                    }
    359                }
    360                else
    361                {
    362                    custom.renderItem(FIRST_PERSON_MAP, var17, mc.thePlayer, mc.renderEngine, var16);
    363                }
    364
    365                GL11.glPopMatrix();
    366            }
    367            else if (var17 != null)
    368            {
    369                GL11.glPushMatrix();
    370                var7 = 0.8F;
    371
    372                if (var3.getItemInUseCount() > 0)
    373                {
    374                    EnumAction var19 = var17.getItemUseAction();
    375
    376                    if (var19 == EnumAction.eat || var19 == EnumAction.drink)
    377                    {
    378                        var21 = (float)var3.getItemInUseCount() - par1 + 1.0F;
    379                        var10 = 1.0F - var21 / (float)var17.getMaxItemUseDuration();
    380                        var11 = 1.0F - var10;
    381                        var11 = var11 * var11 * var11;
    382                        var11 = var11 * var11 * var11;
    383                        var11 = var11 * var11 * var11;
    384                        var12 = 1.0F - var11;
    385                        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);
    386                        GL11.glTranslatef(var12 * 0.6F, -var12 * 0.5F, 0.0F);
    387                        GL11.glRotatef(var12 * 90.0F, 0.0F, 1.0F, 0.0F);
    388                        GL11.glRotatef(var12 * 10.0F, 1.0F, 0.0F, 0.0F);
    389                        GL11.glRotatef(var12 * 30.0F, 0.0F, 0.0F, 1.0F);
    390                    }
    391                }
    392                else
    393                {
    394                    var20 = var3.getSwingProgress(par1);
    395                    var21 = MathHelper.sin(var20 * (float)Math.PI);
    396                    var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
    397                    GL11.glTranslatef(-var10 * 0.4F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.2F, -var21 * 0.2F);
    398                }
    399
    400                GL11.glTranslatef(0.7F * var7, -0.65F * var7 - (1.0F - var2) * 0.6F, -0.9F * var7);
    401                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
    402                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    403                var20 = var3.getSwingProgress(par1);
    404                var21 = MathHelper.sin(var20 * var20 * (float)Math.PI);
    405                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
    406                GL11.glRotatef(-var21 * 20.0F, 0.0F, 1.0F, 0.0F);
    407                GL11.glRotatef(-var10 * 20.0F, 0.0F, 0.0F, 1.0F);
    408                GL11.glRotatef(-var10 * 80.0F, 1.0F, 0.0F, 0.0F);
    409                var11 = 0.4F;
    410                GL11.glScalef(var11, var11, var11);
    411                float var14;
    412                float var15;
    413
    414                if (var3.getItemInUseCount() > 0)
    415                {
    416                    EnumAction var23 = var17.getItemUseAction();
    417
    418                    if (var23 == EnumAction.block)
    419                    {
    420                        GL11.glTranslatef(-0.5F, 0.2F, 0.0F);
    421                        GL11.glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
    422                        GL11.glRotatef(-80.0F, 1.0F, 0.0F, 0.0F);
    423                        GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F);
    424                    }
    425                    else if (var23 == EnumAction.bow)
    426                    {
    427                        GL11.glRotatef(-18.0F, 0.0F, 0.0F, 1.0F);
    428                        GL11.glRotatef(-12.0F, 0.0F, 1.0F, 0.0F);
    429                        GL11.glRotatef(-8.0F, 1.0F, 0.0F, 0.0F);
    430                        GL11.glTranslatef(-0.9F, 0.2F, 0.0F);
    431                        var13 = (float)var17.getMaxItemUseDuration() - ((float)var3.getItemInUseCount() - par1 + 1.0F);
    432                        var14 = var13 / 20.0F;
    433                        var14 = (var14 * var14 + var14 * 2.0F) / 3.0F;
    434
    435                        if (var14 > 1.0F)
    436                        {
    437                            var14 = 1.0F;
    438                        }
    439
    440                        if (var14 > 0.1F)
    441                        {
    442                            GL11.glTranslatef(0.0F, MathHelper.sin((var13 - 0.1F) * 1.3F) * 0.01F * (var14 - 0.1F), 0.0F);
    443                        }
    444
    445                        GL11.glTranslatef(0.0F, 0.0F, var14 * 0.1F);
    446                        GL11.glRotatef(-335.0F, 0.0F, 0.0F, 1.0F);
    447                        GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
    448                        GL11.glTranslatef(0.0F, 0.5F, 0.0F);
    449                        var15 = 1.0F + var14 * 0.2F;
    450                        GL11.glScalef(1.0F, 1.0F, var15);
    451                        GL11.glTranslatef(0.0F, -0.5F, 0.0F);
    452                        GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
    453                        GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
    454                    }
    455                }
    456
    457                if (var17.getItem().shouldRotateAroundWhenRendering())
    458                {
    459                    GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
    460                }
    461
    462                if (var17.getItem().requiresMultipleRenderPasses())
    463                {
    464                    this.renderItem(var3, var17, 0);
    465                    for (int x = 1; x < var17.getItem().getRenderPasses(var17.getItemDamage()); x++)
    466                    {
    467                        int var25 = Item.itemsList[var17.itemID].getColorFromItemStack(var17, x);
    468                        var13 = (float)(var25 >> 16 & 255) / 255.0F;
    469                        var14 = (float)(var25 >> 8 & 255) / 255.0F;
    470                        var15 = (float)(var25 & 255) / 255.0F;
    471                        GL11.glColor4f(var6 * var13, var6 * var14, var6 * var15, 1.0F);
    472                        this.renderItem(var3, var17, x);
    473                    }
    474                }
    475                else
    476                {
    477                    this.renderItem(var3, var17, 0);
    478                }
    479
    480                GL11.glPopMatrix();
    481            }
    482            else if (!var3.getHasActivePotion())
    483            {
    484                GL11.glPushMatrix();
    485                var7 = 0.8F;
    486                var20 = var3.getSwingProgress(par1);
    487                var21 = MathHelper.sin(var20 * (float)Math.PI);
    488                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
    489                GL11.glTranslatef(-var10 * 0.3F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.4F, -var21 * 0.4F);
    490                GL11.glTranslatef(0.8F * var7, -0.75F * var7 - (1.0F - var2) * 0.6F, -0.9F * var7);
    491                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
    492                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    493                var20 = var3.getSwingProgress(par1);
    494                var21 = MathHelper.sin(var20 * var20 * (float)Math.PI);
    495                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
    496                GL11.glRotatef(var10 * 70.0F, 0.0F, 1.0F, 0.0F);
    497                GL11.glRotatef(-var21 * 20.0F, 0.0F, 0.0F, 1.0F);
    498                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTextureForDownloadableImage(this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
    499                GL11.glTranslatef(-1.0F, 3.6F, 3.5F);
    500                GL11.glRotatef(120.0F, 0.0F, 0.0F, 1.0F);
    501                GL11.glRotatef(200.0F, 1.0F, 0.0F, 0.0F);
    502                GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
    503                GL11.glScalef(1.0F, 1.0F, 1.0F);
    504                GL11.glTranslatef(5.6F, 0.0F, 0.0F);
    505                var24 = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
    506                var26 = (RenderPlayer)var24;
    507                var13 = 1.0F;
    508                GL11.glScalef(var13, var13, var13);
    509                var26.func_82441_a(this.mc.thePlayer);
    510                GL11.glPopMatrix();
    511            }
    512
    513            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    514            RenderHelper.disableStandardItemLighting();
    515        }
    516
    517        /**
    518         * Renders all the overlays that are in first person mode. Args: partialTickTime
    519         */
    520        public void renderOverlays(float par1)
    521        {
    522            GL11.glDisable(GL11.GL_ALPHA_TEST);
    523            int var2;
    524
    525            if (this.mc.thePlayer.isBurning())
    526            {
    527                var2 = this.mc.renderEngine.getTexture("/terrain.png");
    528                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
    529                this.renderFireInFirstPerson(par1);
    530            }
    531
    532            if (this.mc.thePlayer.isEntityInsideOpaqueBlock())
    533            {
    534                var2 = MathHelper.floor_double(this.mc.thePlayer.posX);
    535                int var3 = MathHelper.floor_double(this.mc.thePlayer.posY);
    536                int var4 = MathHelper.floor_double(this.mc.thePlayer.posZ);
    537                int var5 = this.mc.renderEngine.getTexture("/terrain.png");
    538                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var5);
    539                int var6 = this.mc.theWorld.getBlockId(var2, var3, var4);
    540
    541                if (this.mc.theWorld.isBlockNormalCube(var2, var3, var4))
    542                {
    543                    this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
    544                }
    545                else
    546                {
    547                    for (int var7 = 0; var7 < 8; ++var7)
    548                    {
    549                        float var8 = ((float)((var7 >> 0) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
    550                        float var9 = ((float)((var7 >> 1) % 2) - 0.5F) * this.mc.thePlayer.height * 0.2F;
    551                        float var10 = ((float)((var7 >> 2) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
    552                        int var11 = MathHelper.floor_float((float)var2 + var8);
    553                        int var12 = MathHelper.floor_float((float)var3 + var9);
    554                        int var13 = MathHelper.floor_float((float)var4 + var10);
    555
    556                        if (this.mc.theWorld.isBlockNormalCube(var11, var12, var13))
    557                        {
    558                            var6 = this.mc.theWorld.getBlockId(var11, var12, var13);
    559                        }
    560                    }
    561                }
    562
    563                if (Block.blocksList[var6] != null)
    564                {
    565                    this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
    566                }
    567            }
    568
    569            if (this.mc.thePlayer.isInsideOfMaterial(Material.water))
    570            {
    571                var2 = this.mc.renderEngine.getTexture("/misc/water.png");
    572                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
    573                this.renderWarpedTextureOverlay(par1);
    574            }
    575
    576            GL11.glEnable(GL11.GL_ALPHA_TEST);
    577        }
    578
    579        /**
    580         * Renders the texture of the block the player is inside as an overlay. Args: partialTickTime, blockTextureIndex
    581         */
    582        private void renderInsideOfBlock(float par1, int par2)
    583        {
    584            Tessellator var3 = Tessellator.instance;
    585            this.mc.thePlayer.getBrightness(par1);
    586            float var4 = 0.1F;
    587            GL11.glColor4f(var4, var4, var4, 0.5F);
    588            GL11.glPushMatrix();
    589            float var5 = -1.0F;
    590            float var6 = 1.0F;
    591            float var7 = -1.0F;
    592            float var8 = 1.0F;
    593            float var9 = -0.5F;
    594            float var10 = 0.0078125F;
    595            float var11 = (float)(par2 % 16) / 256.0F - var10;
    596            float var12 = ((float)(par2 % 16) + 15.99F) / 256.0F + var10;
    597            float var13 = (float)(par2 / 16) / 256.0F - var10;
    598            float var14 = ((float)(par2 / 16) + 15.99F) / 256.0F + var10;
    599            var3.startDrawingQuads();
    600            var3.addVertexWithUV((double)var5, (double)var7, (double)var9, (double)var12, (double)var14);
    601            var3.addVertexWithUV((double)var6, (double)var7, (double)var9, (double)var11, (double)var14);
    602            var3.addVertexWithUV((double)var6, (double)var8, (double)var9, (double)var11, (double)var13);
    603            var3.addVertexWithUV((double)var5, (double)var8, (double)var9, (double)var12, (double)var13);
    604            var3.draw();
    605            GL11.glPopMatrix();
    606            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    607        }
    608
    609        /**
    610         * Renders a texture that warps around based on the direction the player is looking. Texture needs to be bound
    611         * before being called. Used for the water overlay. Args: parialTickTime
    612         */
    613        private void renderWarpedTextureOverlay(float par1)
    614        {
    615            Tessellator var2 = Tessellator.instance;
    616            float var3 = this.mc.thePlayer.getBrightness(par1);
    617            GL11.glColor4f(var3, var3, var3, 0.5F);
    618            GL11.glEnable(GL11.GL_BLEND);
    619            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    620            GL11.glPushMatrix();
    621            float var4 = 4.0F;
    622            float var5 = -1.0F;
    623            float var6 = 1.0F;
    624            float var7 = -1.0F;
    625            float var8 = 1.0F;
    626            float var9 = -0.5F;
    627            float var10 = -this.mc.thePlayer.rotationYaw / 64.0F;
    628            float var11 = this.mc.thePlayer.rotationPitch / 64.0F;
    629            var2.startDrawingQuads();
    630            var2.addVertexWithUV((double)var5, (double)var7, (double)var9, (double)(var4 + var10), (double)(var4 + var11));
    631            var2.addVertexWithUV((double)var6, (double)var7, (double)var9, (double)(0.0F + var10), (double)(var4 + var11));
    632            var2.addVertexWithUV((double)var6, (double)var8, (double)var9, (double)(0.0F + var10), (double)(0.0F + var11));
    633            var2.addVertexWithUV((double)var5, (double)var8, (double)var9, (double)(var4 + var10), (double)(0.0F + var11));
    634            var2.draw();
    635            GL11.glPopMatrix();
    636            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    637            GL11.glDisable(GL11.GL_BLEND);
    638        }
    639
    640        /**
    641         * Renders the fire on the screen for first person mode. Arg: partialTickTime
    642         */
    643        private void renderFireInFirstPerson(float par1)
    644        {
    645            Tessellator var2 = Tessellator.instance;
    646            GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F);
    647            GL11.glEnable(GL11.GL_BLEND);
    648            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    649            float var3 = 1.0F;
    650
    651            for (int var4 = 0; var4 < 2; ++var4)
    652            {
    653                GL11.glPushMatrix();
    654                int var5 = Block.fire.blockIndexInTexture + var4 * 16;
    655                int var6 = (var5 & 15) << 4;
    656                int var7 = var5 & 240;
    657                float var8 = (float)var6 / 256.0F;
    658                float var9 = ((float)var6 + 15.99F) / 256.0F;
    659                float var10 = (float)var7 / 256.0F;
    660                float var11 = ((float)var7 + 15.99F) / 256.0F;
    661                float var12 = (0.0F - var3) / 2.0F;
    662                float var13 = var12 + var3;
    663                float var14 = 0.0F - var3 / 2.0F;
    664                float var15 = var14 + var3;
    665                float var16 = -0.5F;
    666                GL11.glTranslatef((float)(-(var4 * 2 - 1)) * 0.24F, -0.3F, 0.0F);
    667                GL11.glRotatef((float)(var4 * 2 - 1) * 10.0F, 0.0F, 1.0F, 0.0F);
    668                var2.startDrawingQuads();
    669                var2.addVertexWithUV((double)var12, (double)var14, (double)var16, (double)var9, (double)var11);
    670                var2.addVertexWithUV((double)var13, (double)var14, (double)var16, (double)var8, (double)var11);
    671                var2.addVertexWithUV((double)var13, (double)var15, (double)var16, (double)var8, (double)var10);
    672                var2.addVertexWithUV((double)var12, (double)var15, (double)var16, (double)var9, (double)var10);
    673                var2.draw();
    674                GL11.glPopMatrix();
    675            }
    676
    677            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    678            GL11.glDisable(GL11.GL_BLEND);
    679        }
    680
    681        public void updateEquippedItem()
    682        {
    683            this.prevEquippedProgress = this.equippedProgress;
    684            EntityClientPlayerMP var1 = this.mc.thePlayer;
    685            ItemStack var2 = var1.inventory.getCurrentItem();
    686            boolean var3 = this.equippedItemSlot == var1.inventory.currentItem && var2 == this.itemToRender;
    687
    688            if (this.itemToRender == null && var2 == null)
    689            {
    690                var3 = true;
    691            }
    692
    693            if (var2 != null && this.itemToRender != null && var2 != this.itemToRender && var2.itemID == this.itemToRender.itemID && var2.getItemDamage() == this.itemToRender.getItemDamage())
    694            {
    695                this.itemToRender = var2;
    696                var3 = true;
    697            }
    698
    699            float var4 = 0.4F;
    700            float var5 = var3 ? 1.0F : 0.0F;
    701            float var6 = var5 - this.equippedProgress;
    702
    703            if (var6 < -var4)
    704            {
    705                var6 = -var4;
    706            }
    707
    708            if (var6 > var4)
    709            {
    710                var6 = var4;
    711            }
    712
    713            this.equippedProgress += var6;
    714
    715            if (this.equippedProgress < 0.1F)
    716            {
    717                this.itemToRender = var2;
    718                this.equippedItemSlot = var1.inventory.currentItem;
    719            }
    720        }
    721
    722        public void func_78444_b()
    723        {
    724            this.equippedProgress = 0.0F;
    725        }
    726
    727        public void func_78445_c()
    728        {
    729            this.equippedProgress = 0.0F;
    730        }
    731    }