#include "stdafx.h" #include "ItemInHandRenderer.h" #include "TileRenderer.h" #include "Tesselator.h" #include "Textures.h" #include "EntityRenderer.h" #include "PlayerRenderer.h" #include "EntityRenderDispatcher.h" #include "Lighting.h" #include "MultiplayerLocalPlayer.h" #include "Minimap.h" #include "MultiPlayerLevel.h" #include "..\Minecraft.World\net.minecraft.world.item.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\net.minecraft.world.entity.h" #include "..\Minecraft.World\net.minecraft.world.entity.player.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.h" int ItemInHandRenderer::list = -1; int ItemInHandRenderer::listGlint = -1; ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap) { // 4J - added height = 0; oHeight = 0; selectedItem = nullptr; tileRenderer = new TileRenderer(); lastSlot = -1; this->mc = mc; minimap = new Minimap(mc->font, mc->options, mc->textures, optimisedMinimap); // 4J - replaced mesh that is used to render held items with individual cubes, so we can make it all join up properly without seams. This // has a lot more quads in it than the original, so is now precompiled with a UV matrix offset to put it in the final place for the // current icon. Compile it on demand for the first ItemInHandRenderer (list is static) if( list == -1 ) { list = MemoryTracker::genLists(1); float dd = 1 / 16.0f; glNewList(list, GL_COMPILE); Tesselator *t = Tesselator::getInstance(); t->begin(); for( int yp = 0; yp < 16; yp++ ) for( int xp = 0; xp < 16; xp++ ) { float u = (15-xp) / 256.0f; float v = (15-yp) / 256.0f; u += 0.5f / 256.0f; v += 0.5f / 256.0f; float x0 = xp / 16.0f; float x1 = x0 + 1.0f/16.0f; float y0 = yp / 16.0f; float y1 = y0 + 1.0f/16.0f; float z0 = 0.0f; float z1 = -dd; t->normal(0, 0, 1); t->vertexUV(x0, y0, z0, u, v); t->vertexUV(x1, y0, z0, u, v); t->vertexUV(x1, y1, z0, u, v); t->vertexUV(x0, y1, z0, u, v); t->normal(0, 0, -1); t->vertexUV(x0, y1, z1, u, v); t->vertexUV(x1, y1, z1, u, v); t->vertexUV(x1, y0, z1, u, v); t->vertexUV(x0, y0, z1, u, v); t->normal(-1, 0, 0); t->vertexUV(x0, y0, z1, u, v); t->vertexUV(x0, y0, z0, u, v); t->vertexUV(x0, y1, z0, u, v); t->vertexUV(x0, y1, z1, u, v); t->normal(1, 0, 0); t->vertexUV(x1, y1, z1, u, v); t->vertexUV(x1, y1, z0, u, v); t->vertexUV(x1, y0, z0, u, v); t->vertexUV(x1, y0, z1, u, v); t->normal(0, 1, 0); t->vertexUV(x1, y0, z0, u, v); t->vertexUV(x0, y0, z0, u, v); t->vertexUV(x0, y0, z1, u, v); t->vertexUV(x1, y0, z1, u, v); t->normal(0, -1, 0); t->vertexUV(x1, y1, z1, u, v); t->vertexUV(x0, y1, z1, u, v); t->vertexUV(x0, y1, z0, u, v); t->vertexUV(x1, y1, z0, u, v); } t->end(); glEndList(); } // Also create special object for glint overlays - this is the same as the previous one, with a different UV scalings, and depth test set to equal if( listGlint == -1 ) { listGlint = MemoryTracker::genLists(1); float dd = 1 / 16.0f; glNewList(listGlint, GL_COMPILE); glDepthFunc(GL_EQUAL); Tesselator *t = Tesselator::getInstance(); t->begin(); for( int yp = 0; yp < 16; yp++ ) for( int xp = 0; xp < 16; xp++ ) { float u0 = (15-xp) / 16.0f; float v0 = (15-yp) / 16.0f; float u1 = u0 - (1.0f/16.0f); float v1 = v0 - (1.0f/16.0f);; float x0 = xp / 16.0f; float x1 = x0 + 1.0f/16.0f; float y0 = yp / 16.0f; float y1 = y0 + 1.0f/16.0f; float z0 = 0.0f; float z1 = -dd; float br = 0.76f; t->color(0.5f * br, 0.25f * br, 0.8f * br, 1.0f); // MGH - added the color here, as the glColour below wasn't making it through to render t->normal(0, 0, 1); t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x1, y1, z0, u1, v1); t->vertexUV(x0, y1, z0, u0, v1); t->normal(0, 0, -1); t->vertexUV(x0, y1, z1, u0, v1); t->vertexUV(x1, y1, z1, u1, v1); t->vertexUV(x1, y0, z1, u1, v0); t->vertexUV(x0, y0, z1, u0, v0); t->normal(-1, 0, 0); t->vertexUV(x0, y0, z1, u0, v0); t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x0, y1, z0, u0, v1); t->vertexUV(x0, y1, z1, u0, v1); t->normal(1, 0, 0); t->vertexUV(x1, y1, z1, u1, v1); t->vertexUV(x1, y1, z0, u1, v1); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x1, y0, z1, u1, v0); t->normal(0, 1, 0); t->vertexUV(x1, y0, z0, u1, v0); t->vertexUV(x0, y0, z0, u0, v0); t->vertexUV(x0, y0, z1, u0, v0); t->vertexUV(x1, y0, z1, u1, v0); t->normal(0, -1, 0); t->vertexUV(x1, y1, z1, u1, v1); t->vertexUV(x0, y1, z1, u0, v1); t->vertexUV(x0, y1, z0, u0, v1); t->vertexUV(x1, y1, z0, u1, v1); } t->end(); glDepthFunc(GL_LEQUAL); glEndList(); } } void ItemInHandRenderer::renderItem(shared_ptr mob, shared_ptr item, int layer, bool setColor/* = true*/) { // 4J - code borrowed from render method below, although not factoring in brightness as that should already be being taken into account // by texture lighting. This is for colourising things held in 3rd person view. if ( (setColor) && (item != NULL) ) { int col = Item::items[item->id]->getColor(item,0); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(red, g, b, 1); } glPushMatrix(); Tile *tile = Tile::tiles[item->id]; if (item->getIconType() == Icon::TYPE_TERRAIN && tile != NULL && TileRenderer::canRender(tile->getRenderShape())) { MemSect(31); mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png" MemSect(0); tileRenderer->renderTile(tile, item->getAuxValue(), SharedConstants::TEXTURE_LIGHTING ? 1.0f : mob->getBrightness(1)); // 4J - change brought forward from 1.8.2 } else { MemSect(31); Icon *icon = mob->getItemInHandIcon(item, layer); if (icon == NULL) { glPopMatrix(); MemSect(0); return; } if (item->getIconType() == Icon::TYPE_TERRAIN) { mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png" } else { mc->textures->bindTexture(TN_GUI_ITEMS); // 4J was L"/gui/items.png" } MemSect(0); Tesselator *t = Tesselator::getInstance(); // Consider forcing the mipmap LOD level to use, if this is to be rendered from a larger than standard source texture. int iconWidth = icon->getWidth(); int LOD = -1; // Default to not doing anything special with LOD forcing if( iconWidth == 32 ) { LOD = 1; // Force LOD level 1 to achieve texture reads from 256x256 map } else if( iconWidth == 64 ) { LOD = 2; // Force LOD level 2 to achieve texture reads from 256x256 map } RenderManager.StateSetForceLOD(LOD); // 4J Original comment // Yes, these are backwards. // No, I don't know why. // 4J Stu - Make them the right way round...u coords were swapped float u0 = icon->getU0(); float u1 = icon->getU1(); float v0 = icon->getV0(); float v1 = icon->getV1(); float xo = 0.0f; float yo = 0.3f; glEnable(GL_RESCALE_NORMAL); glTranslatef(-xo, -yo, 0); float s = 1.5f; glScalef(s, s, s); glRotatef(50, 0, 1, 0); glRotatef(45 + 290, 0, 0, 1); glTranslatef(-15 / 16.0f, -1 / 16.0f, 0); float dd = 1 / 16.0f; renderItem3D(t, u0, v0, u1, v1, icon->getSourceWidth(), icon->getSourceHeight(), 1 / 16.0f, false); if (item != NULL && item->isFoil() && layer == 0) { glDepthFunc(GL_EQUAL); glDisable(GL_LIGHTING); mc->textures->bind(mc->textures->loadTexture(TN__BLUR__MISC_GLINT)); // 4J was L"%blur%/misc/glint.png" glEnable(GL_BLEND); glBlendFunc(GL_SRC_COLOR, GL_ONE); float br = 0.76f; glColor4f(0.5f * br, 0.25f * br, 0.8f * br, 1); // MGH - for some reason this colour isn't making it through to the render, so I've added to the tesselator for the glint geom above glMatrixMode(GL_TEXTURE); glPushMatrix(); float ss = 1 / 8.0f; glScalef(ss, ss, ss); float sx = Minecraft::currentTimeMillis() % (3000) / (3000.0f) * 8; glTranslatef(sx, 0, 0); glRotatef(-50, 0, 0, 1); renderItem3D(t, 0, 0, 1, 1, 256, 256, 1 / 16.0f, true); glPopMatrix(); glPushMatrix(); glScalef(ss, ss, ss); sx = System::currentTimeMillis() % (3000 + 1873) / (3000 + 1873.0f) * 8; glTranslatef(-sx, 0, 0); glRotatef(10, 0, 0, 1); renderItem3D(t, 0, 0, 1, 1, 256, 256, 1 / 16.0f, true); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glDisable(GL_BLEND); glEnable(GL_LIGHTING); glDepthFunc(GL_LEQUAL); } RenderManager.StateSetForceLOD(-1); glDisable(GL_RESCALE_NORMAL); } glPopMatrix(); } // 4J added useList parameter void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u1, float v1, int width, int height, float depth, bool isGlint) { float r = 1.0f; // 4J - replaced mesh that is used to render held items with individual cubes, so we can make it all join up properly without seams. This // has a lot more quads in it than the original, so is now precompiled with a UV matrix offset to put it in the final place for the // current icon if( isGlint ) { glCallList(listGlint); } else { // 4J - replaced mesh that is used to render held items with individual cubes, so we can make it all join up properly without seams. This // has a lot more quads in it than the original, so is now precompiled with a UV matrix offset to put it in the final place for the // current icon glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(u0, v0, 0); glCallList(list); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } // 4J added since we are setting the colour to other values at the start of the function now glColor4f(1.0f,1.0f,1.0f,1.0f); } void ItemInHandRenderer::render(float a) { float h = oHeight + (height - oHeight) * a; shared_ptr player = mc->player; // 4J - added so we can adjust the position of the hands for horizontal & vertical split screens float fudgeX = 0.0f; float fudgeY = 0.0f; float fudgeZ = 0.0f; bool splitHoriz = false; shared_ptr localPlayer = dynamic_pointer_cast(player); if( localPlayer ) { if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM || localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_TOP ) { fudgeY = 0.08f; splitHoriz = true; } else if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_LEFT || localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT ) { fudgeX = -0.18f; } } float xr = player->xRotO + (player->xRot - player->xRotO) * a; glPushMatrix(); glRotatef(xr, 1, 0, 0); glRotatef(player->yRotO + (player->yRot - player->yRotO) * a, 0, 1, 0); Lighting::turnOn(); glPopMatrix(); if (localPlayer) { float xrr = localPlayer->xBobO + (localPlayer->xBob - localPlayer->xBobO) * a; float yrr = localPlayer->yBobO + (localPlayer->yBob - localPlayer->yBobO) * a; // 4J - was using player->xRot and yRot directly here rather than interpolating between old & current with a float yr = player->yRotO + (player->yRot - player->yRotO) * a; glRotatef((xr - xrr) * 0.1f, 1, 0, 0); glRotatef((yr - yrr) * 0.1f, 0, 1, 0); } shared_ptr item = selectedItem; float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z)); // 4J - change brought forward from 1.8.2 if (SharedConstants::TEXTURE_LIGHTING) { br = 1; int col = mc->level->getLightColor(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z), 0); int u = col % 65536; int v = col / 65536; glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f); glColor4f(1, 1, 1, 1); } if (item != NULL) { int col = Item::items[item->id]->getColor(item,0); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(br * red, br * g, br * b, 1); } else { glColor4f(br, br, br, 1); } if (item != NULL && item->id == Item::map->id) { glPushMatrix(); float d = 0.8f; // 4J - move the map away a bit if we're in horizontal split screen, so it doesn't clip out of the save zone if( splitHoriz ) { glTranslatef(0.0f, 0.0f, -0.3f ); } { float swing = player->getAttackAnim(a); float swing1 = Mth::sin(swing * PI); float swing2 = Mth::sin((sqrt(swing)) * PI); glTranslatef(-swing2 * 0.4f, Mth::sin(sqrt(swing) * PI * 2) * 0.2f, -swing1 * 0.2f); } float tilt = 1 - xr / 45.0f + 0.1f; if (tilt < 0) tilt = 0; if (tilt > 1) tilt = 1; tilt = -Mth::cos(tilt * PI) * 0.5f + 0.5f; glTranslatef(0.0f, 0.0f * d - (1 - h) * 1.2f - tilt * 0.5f + 0.04f, -0.9f * d); glRotatef(90, 0, 1, 0); glRotatef((tilt) * -85, 0, 0, 1); glEnable(GL_RESCALE_NORMAL); { // 4J-PB - if we've got a player texture, use that //glBindTexture(GL_TEXTURE_2D, mc->textures->loadHttpTexture(mc->player->customTextureUrl, mc->player->getTexture())); glBindTexture(GL_TEXTURE_2D, mc->textures->loadMemTexture(mc->player->customTextureUrl, mc->player->getTexture())); mc->textures->clearLastBoundId(); for (int i = 0; i < 2; i++) { int flip = i * 2 - 1; glPushMatrix(); glTranslatef(-0.0f, -0.6f, 1.1f * flip); glRotatef((float)(-45 * flip), 1, 0, 0); glRotatef(-90, 0, 0, 1); glRotatef(59, 0, 0, 1); glRotatef((float)(-65 * flip), 0, 1, 0); EntityRenderer *er = EntityRenderDispatcher::instance->getRenderer(mc->player); PlayerRenderer *playerRenderer = (PlayerRenderer *) er; float ss = 1; glScalef(ss, ss, ss); // Can't turn off the hand if the player is holding a map shared_ptr itemInstance = player->inventory->getSelected(); if ((itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 ) { playerRenderer->renderHand(); } glPopMatrix(); } } { float swing = player->getAttackAnim(a); float swing3 = Mth::sin(swing * swing * PI); float swing2 = Mth::sin(sqrt(swing) * PI); glRotatef(-swing3 * 20, 0, 1, 0); glRotatef(-swing2 * 20, 0, 0, 1); glRotatef(-swing2 * 80, 1, 0, 0); } float ss = 0.38f; glScalef(ss, ss, ss); glRotatef(90, 0, 1, 0); glRotatef(180, 0, 0, 1); glTranslatef(-1, -1, +0); float s = 2 / 128.0f; glScalef(s, s, s); MemSect(31); mc->textures->bindTexture(TN_MISC_MAPBG); // 4J was L"/misc/mapbg.png" MemSect(0); Tesselator *t = Tesselator::getInstance(); // glNormal3f(0, 0, -1); // 4J - changed to use tesselator t->begin(); int vo = 7; t->normal(0,0,-1); t->vertexUV((float)(0 - vo), (float)( 128 + vo), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(128 + vo), (float)( 128 + vo), (float)( 0), (float)( 1), (float)( 1)); t->vertexUV((float)(128 + vo), (float)( 0 - vo), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(0 - vo), (float)( 0 - vo), (float)( 0), (float)( 0), (float)( 0)); t->end(); shared_ptr data = Item::map->getSavedData(item, mc->level); PIXBeginNamedEvent(0,"Minimap render"); if(data != NULL) minimap->render(mc->player, mc->textures, data, mc->player->entityId); PIXEndNamedEvent(); glPopMatrix(); } else if (item != NULL) { glPushMatrix(); float d = 0.8f; #if defined __PS3__ static const float swingPowFactor = 1.0f; #else static const float swingPowFactor = 4.0f; // 4J added, to slow the swing down when nearest the player for avoiding luminance flash issues #endif if (player->getUseItemDuration() > 0) { UseAnim anim = item->getUseAnimation(); if ( (anim == UseAnim_eat) || (anim == UseAnim_drink) ) { float t = (player->getUseItemDuration() - a + 1); float swing = 1 - (t / item->getUseDuration()); float is = 1 - swing; is = is * is * is; is = is * is * is; is = is * is * is; float iss = 1 - is; glTranslatef(0, Mth::abs(Mth::cos(t / 4 * PI) * 0.1f) * (swing > 0.2 ? 1 : 0), 0); glTranslatef(iss * 0.6f, -iss * 0.5f, 0); glRotatef(iss * 90, 0, 1, 0); glRotatef(iss * 10, 1, 0, 0); glRotatef(iss * 30, 0, 0, 1); } } else { float swing = powf(player->getAttackAnim(a),swingPowFactor); float swing1 = Mth::sin(swing * PI); float swing2 = Mth::sin((sqrt(swing)) * PI); glTranslatef(-swing2 * 0.4f, Mth::sin(sqrt(swing) * PI * 2) * 0.2f, -swing1 * 0.2f); } glTranslatef(0.7f * d, -0.65f * d - (1 - h) * 0.6f, -0.9f * d); glTranslatef(fudgeX, fudgeY, fudgeZ); // 4J added glRotatef(45, 0, 1, 0); glEnable(GL_RESCALE_NORMAL); float swing = powf(player->getAttackAnim(a),swingPowFactor); float swing3 = Mth::sin(swing * swing * PI); float swing2 = Mth::sin(sqrt(swing) * PI); glRotatef(-swing3 * 20, 0, 1, 0); glRotatef(-swing2 * 20, 0, 0, 1); glRotatef(-swing2 * 80, 1, 0, 0); float ss = 0.4f; glScalef(ss, ss, ss); if (player->getUseItemDuration() > 0) { UseAnim anim = item->getUseAnimation(); if (anim == UseAnim_block) { glTranslatef(-0.5f, 0.2f, 0.0f); glRotatef(30, 0, 1, 0); glRotatef(-80, 1, 0, 0); glRotatef(60, 0, 1, 0); } else if (anim == UseAnim_bow) { glRotatef(-18, 0, 0, 1); glRotatef(-12, 0, 1, 0); glRotatef(-8, 1, 0, 0); glTranslatef(-0.9f, 0.2f, 0.0f); float timeHeld = (item->getUseDuration() - (player->getUseItemDuration() - a + 1)); float pow = timeHeld / (float) (BowItem::MAX_DRAW_DURATION); pow = ((pow * pow) + pow * 2) / 3; if (pow > 1) pow = 1; if (pow > 0.1f) { glTranslatef(0, Mth::sin((timeHeld - 0.1f) * 1.3f) * 0.01f * (pow - 0.1f), 0); } glTranslatef(0, 0, pow * 0.1f); glRotatef(-45 - 290, 0, 0, 1); glRotatef(-50, 0, 1, 0); glTranslatef(0, 0.5f, 0); float ys = 1 + pow * 0.2f; glScalef(1, 1, ys); glTranslatef(0, -0.5f, 0); glRotatef(50, 0, 1, 0); glRotatef(45 + 290, 0, 0, 1); } } if (item->getItem()->isMirroredArt()) { glRotatef(180, 0, 1, 0); } if (item->getItem()->hasMultipleSpriteLayers()) { // special case for potions, refactor this when we get more // items that have two layers renderItem(player, item, 0, false); int col = Item::items[item->id]->getColor(item, 1); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor4f(br * red, br * g, br * b, 1); renderItem(player, item, 1, false); } else { renderItem(player, item, 0, false); } glPopMatrix(); } else if (!player->isInvisible()) { glPushMatrix(); float d = 0.8f; { float swing = player->getAttackAnim(a); float swing1 = Mth::sin(swing * PI); float swing2 = Mth::sin((sqrt(swing)) * PI); glTranslatef(-swing2 * 0.3f, Mth::sin(sqrt(swing) * PI * 2) * 0.4f, -swing1 * 0.4f); } glTranslatef(0.8f * d, -0.75f * d - (1 - h) * 0.6f, -0.9f * d); glTranslatef(fudgeX, fudgeY, fudgeZ); // 4J added glRotatef(45, 0, 1, 0); glEnable(GL_RESCALE_NORMAL); { float swing = player->getAttackAnim(a); float swing3 = Mth::sin(swing * swing * PI); float swing2 = Mth::sin(sqrt(swing) * PI); glRotatef(swing2 * 70, 0, 1, 0); glRotatef(-swing3 * 20, 0, 0, 1); } // 4J-PB - if we've got a player texture, use that //glBindTexture(GL_TEXTURE_2D, mc->textures->loadHttpTexture(mc->player->customTextureUrl, mc->player->getTexture())); MemSect(31); glBindTexture(GL_TEXTURE_2D, mc->textures->loadMemTexture(mc->player->customTextureUrl, mc->player->getTexture())); MemSect(0); mc->textures->clearLastBoundId(); glTranslatef(-1.0f, +3.6f, +3.5f); glRotatef(120, 0, 0, 1); glRotatef(180 + 20, 1, 0, 0); glRotatef(-90 - 45, 0, 1, 0); glScalef(1.5f / 24.0f * 16, 1.5f / 24.0f * 16, 1.5f / 24.0f * 16); glTranslatef(5.6f, 0, 0); EntityRenderer *er = EntityRenderDispatcher::instance->getRenderer(mc->player); PlayerRenderer *playerRenderer = (PlayerRenderer *) er; float ss = 1; glScalef(ss, ss, ss); MemSect(31); // Can't turn off the hand if the player is holding a map shared_ptr itemInstance = player->inventory->getSelected(); if ( (itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 ) { playerRenderer->renderHand(); } MemSect(0); glPopMatrix(); } glDisable(GL_RESCALE_NORMAL); Lighting::turnOff(); } void ItemInHandRenderer::renderScreenEffect(float a) { glDisable(GL_ALPHA_TEST); if (mc->player->isOnFire()) { MemSect(31); mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png" MemSect(0); renderFire(a); } if (mc->player->isInWall()) // Inside a tile { int x = Mth::floor(mc->player->x); int y = Mth::floor(mc->player->y); int z = Mth::floor(mc->player->z); MemSect(31); mc->textures->bindTexture(TN_TERRAIN); // 4J was L"/terrain.png" MemSect(0); int tile = mc->level->getTile(x, y, z); if (mc->level->isSolidBlockingTile(x, y, z)) { renderTex(a, Tile::tiles[tile]->getTexture(2)); } else { for (int i = 0; i < 8; i++) { float xo = ((i >> 0) % 2 - 0.5f) * mc->player->bbWidth * 0.9f; float yo = ((i >> 1) % 2 - 0.5f) * mc->player->bbHeight * 0.2f; float zo = ((i >> 2) % 2 - 0.5f) * mc->player->bbWidth * 0.9f; int xt = Mth::floor(x + xo); int yt = Mth::floor(y + yo); int zt = Mth::floor(z + zo); if (mc->level->isSolidBlockingTile(xt, yt, zt)) { tile = mc->level->getTile(xt, yt, zt); } } } if (Tile::tiles[tile] != NULL) renderTex(a, Tile::tiles[tile]->getTexture(2)); } if (mc->player->isUnderLiquid(Material::water)) { MemSect(31); mc->textures->bindTexture(TN_MISC_WATER); // 4J was L"/misc/water.png" MemSect(0); renderWater(a); } glEnable(GL_ALPHA_TEST); } void ItemInHandRenderer::renderTex(float a, Icon *slot) { Tesselator *t = Tesselator::getInstance(); float br = 0.1f; br = 0.1f; glColor4f(br, br, br, 0.5f); glPushMatrix(); float x0 = -1; float x1 = +1; float y0 = -1; float y1 = +1; float z0 = -0.5f; float r = 2 / 256.0f; float u0 = slot->getU0(); float u1 = slot->getU1(); float v0 = slot->getV0(); float v1 = slot->getV1(); t->begin(); t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u1), (float)( v1)); t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u0), (float)( v1)); t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( u0), (float)( v0)); t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( u1), (float)( v0)); t->end(); glPopMatrix(); glColor4f(1, 1, 1, 1); } void ItemInHandRenderer::renderWater(float a) { Tesselator *t = Tesselator::getInstance(); float br = mc->player->getBrightness(a); glColor4f(br, br, br, 0.5f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPushMatrix(); float size = 4; float x0 = -1; float x1 = +1; float y0 = -1; float y1 = +1; float z0 = -0.5f; float uo = -mc->player->yRot / 64.0f; float vo = +mc->player->xRot / 64.0f; t->begin(); t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( size + uo), (float)( size + vo)); t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( 0 + uo), (float)( size + vo)); t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( 0 + uo), (float)( 0 + vo)); t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( size + uo), (float)( 0 + vo)); t->end(); glPopMatrix(); glColor4f(1, 1, 1, 1); glDisable(GL_BLEND); } void ItemInHandRenderer::renderFire(float a) { Tesselator *t = Tesselator::getInstance(); glColor4f(1, 1, 1, 0.9f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); float size = 1; for (int i = 0; i < 2; i++) { glPushMatrix(); Icon *slot = Tile::fire->getTextureLayer(1); float u0 = slot->getU0(true); float u1 = slot->getU1(true); float v0 = slot->getV0(true); float v1 = slot->getV1(true); float x0 = (0 - size) / 2; float x1 = x0 + size; float y0 = 0 - size / 2; float y1 = y0 + size; float z0 = -0.5f; glTranslatef(-(i * 2 - 1) * 0.24f, -0.3f, 0); glRotatef((i * 2 - 1) * 10.0f, 0, 1, 0); t->begin(); t->vertexUV((float)(x0), (float)( y0), (float)( z0), (float)( u1), (float)( v1)); t->vertexUV((float)(x1), (float)( y0), (float)( z0), (float)( u0), (float)( v1)); t->vertexUV((float)(x1), (float)( y1), (float)( z0), (float)( u0), (float)( v0)); t->vertexUV((float)(x0), (float)( y1), (float)( z0), (float)( u1), (float)( v0)); t->end(); glPopMatrix(); } glColor4f(1, 1, 1, 1); glDisable(GL_BLEND); } void ItemInHandRenderer::tick() { oHeight = height; shared_ptr player = mc->player; shared_ptr nextTile = player->inventory->getSelected(); bool matches = lastSlot == player->inventory->selected && nextTile == selectedItem; if (selectedItem == NULL && nextTile == NULL) { matches = true; } if (nextTile != NULL && selectedItem != NULL && nextTile != selectedItem && nextTile->id == selectedItem->id && nextTile->getAuxValue() == selectedItem->getAuxValue()) { selectedItem = nextTile; matches = true; } float max = 0.4f; float tHeight = matches ? 1.0f : 0; float dd = tHeight - height; if (dd < -max) dd = -max; if (dd > max) dd = max; height += dd; if (height < 0.1f) { selectedItem = nextTile; lastSlot = player->inventory->selected; } } void ItemInHandRenderer::itemPlaced() { height = 0; } void ItemInHandRenderer::itemUsed() { height = 0; }