#include "stdafx.h" #include "ItemSpriteRenderer.h" #include "EntityRenderDispatcher.h" #include "..\Minecraft.World\net.minecraft.world.entity.projectile.h" #include "..\Minecraft.World\net.minecraft.world.item.alchemy.h" #include "..\Minecraft.World\net.minecraft.world.item.h" #include "..\Minecraft.World\net.minecraft.world.h" ItemSpriteRenderer::ItemSpriteRenderer(Item *sourceItem, int sourceItemAuxValue /*= 0*/) : EntityRenderer() { this->sourceItem = sourceItem; this->sourceItemAuxValue = sourceItemAuxValue; } //ItemSpriteRenderer::ItemSpriteRenderer(int icon) : EntityRenderer() //{ // this(sourceItem, 0); //} void ItemSpriteRenderer::render(shared_ptr e, double x, double y, double z, float rot, float a) { // the icon is already cached in the item object, so there should not be any performance impact by not caching it here Icon *icon = sourceItem->getIcon(sourceItemAuxValue); if (icon == NULL) { return; } glPushMatrix(); glTranslatef((float) x, (float) y, (float) z); glEnable(GL_RESCALE_NORMAL); glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f); bindTexture(TN_GUI_ITEMS); // 4J - was L"/gui/items.png" Tesselator *t = Tesselator::getInstance(); if (icon == PotionItem::getTexture(PotionItem::THROWABLE_ICON) ) { int col = PotionBrewing::getColorValue((dynamic_pointer_cast(e) )->getPotionValue(), false); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f; glColor3f(red, g, b); glPushMatrix(); renderIcon(t, PotionItem::getTexture(PotionItem::CONTENTS_ICON)); glPopMatrix(); glColor3f(1, 1, 1); } renderIcon(t, icon); glDisable(GL_RESCALE_NORMAL); glPopMatrix(); } void ItemSpriteRenderer::renderIcon(Tesselator *t, Icon *icon) { float u0 = icon->getU0(); float u1 = icon->getU1(); float v0 = icon->getV0(); float v1 = icon->getV1(); float r = 1.0f; float xo = 0.5f; float yo = 0.25f; glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0); glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0); t->begin(); t->normal(0, 1, 0); t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1)); t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1)); t->vertexUV((float)(r - xo), (float)( r - yo), (float)( 0), (float)( u1), (float)( v0)); t->vertexUV((float)(0 - xo), (float)( r - yo), (float)( 0), (float)( u0), (float)( v0)); t->end(); }