4jcraft/Minecraft.Client/Rendering/EntityRenderers/ItemRenderer.cpp
2026-03-30 02:17:54 -05:00

760 lines
29 KiB
C++

#include "../../Platform/stdafx.h"
#include "ItemRenderer.h"
#include "TileRenderer.h"
#include "EntityRenderDispatcher.h"
#include "../../../Minecraft.World/Util/JavaMath.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.entity.item.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.item.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.item.alchemy.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../../../Minecraft.World/Util/StringHelpers.h"
#include "../../../Minecraft.World/Headers/net.minecraft.world.h"
#include "../../GameState/Options.h"
#include "../../Textures/TextureAtlas.h"
ItemRenderer::ItemRenderer() : EntityRenderer() {
random = new Random();
setColor = true;
blitOffset = 0;
shadowRadius = 0.15f;
shadowStrength = 0.75f;
// 4J added
m_bItemFrame = false;
}
ItemRenderer::~ItemRenderer() { delete random; }
ResourceLocation* ItemRenderer::getTextureLocation(
std::shared_ptr<Entity> entity) {
std::shared_ptr<ItemEntity> itemEntity =
std::dynamic_pointer_cast<ItemEntity>(entity);
return getTextureLocation(itemEntity->getItem()->getIconType());
}
ResourceLocation* ItemRenderer::getTextureLocation(int iconType) {
if (iconType == Icon::TYPE_TERRAIN) {
return &TextureAtlas::LOCATION_BLOCKS; // L"/terrain.png"));
} else {
return &TextureAtlas::LOCATION_ITEMS; // L"/gui/items.png"));
}
}
void ItemRenderer::render(std::shared_ptr<Entity> _itemEntity, double x,
double y, double z, float rot, float a) {
// 4J - dynamic cast required because we aren't using templates/generics in
// our version
std::shared_ptr<ItemEntity> itemEntity =
std::dynamic_pointer_cast<ItemEntity>(_itemEntity);
bindTexture(itemEntity);
random->setSeed(187);
std::shared_ptr<ItemInstance> item = itemEntity->getItem();
if (item->getItem() == nullptr) return;
glPushMatrix();
float bob =
Mth::sin((itemEntity->age + a) / 10.0f + itemEntity->bobOffs) * 0.1f +
0.1f;
float spin =
((itemEntity->age + a) / 20.0f + itemEntity->bobOffs) * Mth::RADDEG;
int count = 1;
if (itemEntity->getItem()->count > 1) count = 2;
if (itemEntity->getItem()->count > 5) count = 3;
if (itemEntity->getItem()->count > 20) count = 4;
if (itemEntity->getItem()->count > 40) count = 5;
glTranslatef((float)x, (float)y + bob, (float)z);
glEnable(GL_RESCALE_NORMAL);
Tile* tile = Tile::tiles[item->id];
if (item->getIconType() == Icon::TYPE_TERRAIN && tile != nullptr &&
TileRenderer::canRender(tile->getRenderShape())) {
glRotatef(spin, 0, 1, 0);
if (m_bItemFrame) {
glScalef(1.25f, 1.25f, 1.25f);
glTranslatef(0, 0.05f, 0);
glRotatef(-90, 0, 1, 0);
}
float s = 1 / 4.0f;
int shape = tile->getRenderShape();
if (shape == Tile::SHAPE_CROSS_TEXTURE || shape == Tile::SHAPE_STEM ||
shape == Tile::SHAPE_LEVER || shape == Tile::SHAPE_TORCH) {
s = 0.5f;
}
glScalef(s, s, s);
for (int i = 0; i < count; i++) {
glPushMatrix();
if (i > 0) {
float xo = (random->nextFloat() * 2 - 1) * 0.2f / s;
float yo = (random->nextFloat() * 2 - 1) * 0.2f / s;
float zo = (random->nextFloat() * 2 - 1) * 0.2f / s;
glTranslatef(xo, yo, zo);
}
// 4J - change brought forward from 1.8.2
float br = SharedConstants::TEXTURE_LIGHTING
? 1.0f
: itemEntity->getBrightness(a);
tileRenderer->renderTile(tile, item->getAuxValue(), br);
glPopMatrix();
}
} else if (item->getIconType() == Icon::TYPE_ITEM &&
item->getItem()->hasMultipleSpriteLayers()) {
if (m_bItemFrame) {
glScalef(1 / 1.95f, 1 / 1.95f, 1 / 1.95f);
glTranslatef(0, -0.05f, 0);
glDisable(GL_LIGHTING);
} else {
glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
}
bindTexture(&TextureAtlas::LOCATION_ITEMS); // 4J was "/gui/items.png"
for (int layer = 0; layer <= 1; layer++) {
random->setSeed(187);
Icon* icon =
item->getItem()->getLayerIcon(item->getAuxValue(), layer);
float brightness = SharedConstants::TEXTURE_LIGHTING
? 1
: itemEntity->getBrightness(a);
if (setColor) {
int col = Item::items[item->id]->getColor(item, layer);
float red = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
glColor4f(red * brightness, g * brightness, b * brightness, 1);
renderItemBillboard(itemEntity, icon, count, a,
red * brightness, g * brightness,
b * brightness);
} else {
renderItemBillboard(itemEntity, icon, count, a, 1, 1, 1);
}
}
} else {
if (m_bItemFrame) {
glScalef(1 / 1.95f, 1 / 1.95f, 1 / 1.95f);
glTranslatef(0, -0.05f, 0);
glDisable(GL_LIGHTING);
} else {
glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
}
// 4J Stu - For rendering the static compass, we give it a non-zero aux
// value
if (item->id == Item::compass_Id) item->setAuxValue(255);
if (item->id == Item::compass_Id) item->setAuxValue(0);
Icon* icon = item->getIcon();
if (setColor) {
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;
float brightness = SharedConstants::TEXTURE_LIGHTING
? 1
: itemEntity->getBrightness(a);
glColor4f(red * brightness, g * brightness, b * brightness, 1);
renderItemBillboard(itemEntity, icon, count, a, red * brightness,
g * brightness, b * brightness);
} else {
renderItemBillboard(itemEntity, icon, count, a, 1, 1, 1);
}
}
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
if (m_bItemFrame) {
glEnable(GL_LIGHTING);
}
}
void ItemRenderer::renderItemBillboard(std::shared_ptr<ItemEntity> entity,
Icon* icon, int count, float a,
float red, float green, float blue) {
Tesselator* t = Tesselator::getInstance();
if (icon == nullptr)
icon = entityRenderDispatcher->textures->getMissingIcon(
entity->getItem()->getIconType());
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;
if (entityRenderDispatcher->options->fancyGraphics) {
// 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);
glPushMatrix();
if (m_bItemFrame) {
glRotatef(180, 0, 1, 0);
} else {
glRotatef(
((entity->age + a) / 20.0f + entity->bobOffs) * Mth::RADDEG, 0,
1, 0);
}
float width = 1 / 16.0f;
float margin = 0.35f / 16.0f;
std::shared_ptr<ItemInstance> item = entity->getItem();
int items = item->count;
if (items < 2) {
count = 1;
} else if (items < 16) {
count = 2;
} else if (items < 32) {
count = 3;
} else {
count = 4;
}
glTranslatef(-xo, -yo, -((width + margin) * count / 2));
for (int i = 0; i < count; i++) {
glTranslatef(0, 0, width + margin);
bool bIsTerrain = false;
if (item->getIconType() == Icon::TYPE_TERRAIN &&
Tile::tiles[item->id] != nullptr) {
bIsTerrain = true;
bindTexture(&TextureAtlas::LOCATION_BLOCKS); // TODO: Do this
// sanely by Icon
} else {
bindTexture(&TextureAtlas::LOCATION_ITEMS); // TODO: Do this
// sanely by Icon
}
glColor4f(red, green, blue, 1);
// 4J Stu - u coords were swapped in Java
// ItemInHandRenderer::renderItem3D(t, u1, v0, u0, v1,
// icon->getSourceWidth(), icon->getSourceHeight(), width, false);
ItemInHandRenderer::renderItem3D(
t, u0, v0, u1, v1, icon->getSourceWidth(),
icon->getSourceHeight(), width, false, bIsTerrain);
if (item != nullptr && item->isFoil()) {
glDepthFunc(GL_EQUAL);
glDisable(GL_LIGHTING);
entityRenderDispatcher->textures->bindTexture(
&ItemInHandRenderer::ENCHANT_GLINT_LOCATION);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE);
float br = 0.76f;
glColor4f(0.5f * br, 0.25f * br, 0.8f * br, 1);
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);
ItemInHandRenderer::renderItem3D(t, 0, 0, 1, 1, 255, 255, width,
true, bIsTerrain);
glPopMatrix();
glPushMatrix();
glScalef(ss, ss, ss);
sx = Minecraft::currentTimeMillis() % (3000 + 1873) /
(3000 + 1873.0f) * 8;
glTranslatef(-sx, 0, 0);
glRotatef(10, 0, 0, 1);
ItemInHandRenderer::renderItem3D(t, 0, 0, 1, 1, 255, 255, width,
true, bIsTerrain);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
}
}
glPopMatrix();
RenderManager.StateSetForceLOD(-1);
} else {
for (int i = 0; i < count; i++) {
glPushMatrix();
if (i > 0) {
float _xo = (random->nextFloat() * 2 - 1) * 0.3f;
float _yo = (random->nextFloat() * 2 - 1) * 0.3f;
float _zo = (random->nextFloat() * 2 - 1) * 0.3f;
glTranslatef(_xo, _yo, _zo);
}
if (!m_bItemFrame)
glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
glColor4f(red, green, blue, 1);
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)(1 - yo), (float)(0),
(float)(u1), (float)(v0));
t->vertexUV((float)(0 - xo), (float)(1 - yo), (float)(0),
(float)(u0), (float)(v0));
t->end();
glPopMatrix();
}
}
}
void ItemRenderer::renderGuiItem(Font* font, Textures* textures,
std::shared_ptr<ItemInstance> item, float x,
float y, float fScale, float fAlpha) {
renderGuiItem(font, textures, item, x, y, fScale, fScale, fAlpha, true);
}
// 4J - this used to take x and y as ints, and no scale and alpha - but this
// interface is now implemented as a wrapper round this more fully featured one
void ItemRenderer::renderGuiItem(Font* font, Textures* textures,
std::shared_ptr<ItemInstance> item, float x,
float y, float fScaleX, float fScaleY,
float fAlpha, bool useCompiled) {
int itemId = item->id;
int itemAuxValue = item->getAuxValue();
Icon* itemIcon = item->getIcon();
if (item->getIconType() == Icon::TYPE_TERRAIN &&
TileRenderer::canRender(Tile::tiles[itemId]->getRenderShape())) {
PIXBeginNamedEvent(0, "3D gui item render %d\n", itemId);
MemSect(31);
textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS);
MemSect(0);
Tile* tile = Tile::tiles[itemId];
glPushMatrix();
// 4J - original code left here for reference
// 4jcraft: original code reused for proper lighting
glTranslatef((float)(x), (float)(y), 0.0f);
glScalef(fScaleX, fScaleY, 1.0f);
glTranslatef(-2.0f, 3.0f, -3.0f + blitOffset);
glScalef(10.0f, 10.0f, 10.0f);
glTranslatef(1.0f, 0.5f, 8.0f);
glScalef(1.0f, 1.0f, -1.0f);
glRotatef(180.0f + 30.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
// 4J-PB - pass the alpha value in - the grass block
// render has the top surface coloured differently to
// the rest of the block
glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
tileRenderer->renderTile(tile, itemAuxValue, 1, fAlpha, useCompiled);
glPopMatrix();
PIXEndNamedEvent();
} else if (Item::items[itemId]->hasMultipleSpriteLayers()) {
PIXBeginNamedEvent(0, "Potion gui item render %d\n", itemIcon);
// special double-layered
glDisable(GL_LIGHTING);
ResourceLocation* location = getTextureLocation(item->getIconType());
textures->bindTexture(location);
for (int layer = 0; layer <= 1; layer++) {
Icon* fillingIcon =
Item::items[itemId]->getLayerIcon(itemAuxValue, layer);
int col = Item::items[itemId]->getColor(item, layer);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (setColor) glColor4f(r, g, b, fAlpha);
// scale the x and y by the scale factor
if ((fScaleX != 1.0f) || (fScaleY != 1.0f)) {
blit(x, y, fillingIcon, 16 * fScaleX, 16 * fScaleY);
} else {
blit((int)x, (int)y, fillingIcon, 16, 16);
}
}
glEnable(GL_LIGHTING);
PIXEndNamedEvent();
} else {
PIXBeginNamedEvent(0, "2D gui item render %d\n", itemIcon);
glDisable(GL_LIGHTING);
MemSect(31);
if (item->getIconType() == Icon::TYPE_TERRAIN) {
textures->bindTexture(
&TextureAtlas::LOCATION_BLOCKS); // L"/terrain.png"));
} else {
textures->bindTexture(
&TextureAtlas::LOCATION_ITEMS); // L"/gui/items.png"));
}
MemSect(0);
if (itemIcon == nullptr) {
itemIcon = textures->getMissingIcon(item->getIconType());
}
int col = Item::items[itemId]->getColor(item, 0);
float r = ((col >> 16) & 0xff) / 255.0f;
float g = ((col >> 8) & 0xff) / 255.0f;
float b = ((col) & 0xff) / 255.0f;
if (setColor) glColor4f(r, g, b, fAlpha);
// scale the x and y by the scale factor
if ((fScaleX != 1.0f) || (fScaleY != 1.0f)) {
blit(x, y, itemIcon, 16 * fScaleX, 16 * fScaleY);
} else {
blit((int)x, (int)y, itemIcon, 16, 16);
}
glEnable(GL_LIGHTING);
PIXEndNamedEvent();
}
glEnable(GL_CULL_FACE);
}
// 4J - original interface, now just a wrapper for preceding overload
void ItemRenderer::renderGuiItem(Font* font, Textures* textures,
std::shared_ptr<ItemInstance> item, int x,
int y) {
renderGuiItem(font, textures, item, (float)x, (float)y, 1.0f, 1.0f);
}
// 4J - this used to take x and y as ints, and no scale, alpha or foil - but
// this interface is now implemented as a wrapper round this more fully featured
// one
void ItemRenderer::renderAndDecorateItem(
Font* font, Textures* textures, const std::shared_ptr<ItemInstance> item,
float x, float y, float fScale, float fAlpha, bool isFoil) {
if (item == nullptr) return;
renderAndDecorateItem(font, textures, item, x, y, fScale, fScale, fAlpha,
isFoil, true);
}
// 4J - added isConstantBlended and blendFactor parameters. This is true if the
// gui item is being rendered from a context where it already has blending
// enabled to do general interface fading (ie from the gui rather than xui). In
// this case we dno't want to enable/disable blending, and do need to restore
// the blend state when we are done.
void ItemRenderer::renderAndDecorateItem(
Font* font, Textures* textures, const std::shared_ptr<ItemInstance> item,
float x, float y, float fScaleX, float fScaleY, float fAlpha, bool isFoil,
bool isConstantBlended, bool useCompiled) {
if (item == nullptr) {
return;
}
renderGuiItem(font, textures, item, x, y, fScaleX, fScaleY, fAlpha,
useCompiled);
if (isFoil || item->isFoil()) {
glDepthFunc(GL_GREATER);
glDisable(GL_LIGHTING);
glDepthMask(false);
textures->bindTexture(
&ItemInHandRenderer::
ENCHANT_GLINT_LOCATION); // 4J was "%blur%/misc/glint.png"
blitOffset -= 50;
if (!isConstantBlended) glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR,
GL_ONE); // 4J - changed blend equation from GL_DST_COLOR,
// GL_DST_COLOR so we can fade this out
float blendFactor =
isConstantBlended ? Gui::currentGuiBlendFactor : 1.0f;
glColor4f(0.5f * blendFactor, 0.25f * blendFactor, 0.8f * blendFactor,
1); // 4J - scale back colourisation with blendFactor
// scale the x and y by the scale factor
if ((fScaleX != 1.0f) || (fScaleY != 1.0f)) {
// 4J Stu - Scales were multiples of 20, making 16 to not overlap in
// xui scenes
blitGlint(x * 431278612.0f + y * 32178161.0f, x - 2, y - 2,
16 * fScaleX, 16 * fScaleY);
} else {
blitGlint(x * 431278612.0f + y * 32178161.0f, x - 2, y - 2, 20, 20);
}
glColor4f(1.0f, 1.0f, 1.0f, 1); // 4J added
if (!isConstantBlended) glDisable(GL_BLEND);
glDepthMask(true);
blitOffset += 50;
glEnable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
if (isConstantBlended)
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
}
}
// 4J - original interface, now just a wrapper for preceding overload
void ItemRenderer::renderAndDecorateItem(
Font* font, Textures* textures, const std::shared_ptr<ItemInstance> item,
int x, int y) {
renderAndDecorateItem(font, textures, item, (float)x, (float)y, 1.0f, 1.0f,
item->isFoil());
}
// 4J - a few changes here to get x, y, w, h in as floats (for xui rendering
// accuracy), and to align final pixels to the final screen resolution
void ItemRenderer::blitGlint(int id, float x, float y, float w, float h) {
float us = 1.0f / 64.0f / 4;
float vs = 1.0f / 64.0f / 4;
// 4J - calculate what the pixel coordinates will be in final screen
// coordinates
float sfx = (float)Minecraft::GetInstance()->width /
(float)Minecraft::GetInstance()->width_phys;
float sfy = (float)Minecraft::GetInstance()->height /
(float)Minecraft::GetInstance()->height_phys;
float xx0 = x * sfx;
float xx1 = (x + w) * sfx;
float yy0 = y * sfy;
float yy1 = (y + h) * sfy;
// Round to whole pixels - rounding inwards so that we don't overlap any
// surrounding graphics
xx0 = ceilf(xx0);
xx1 = floorf(xx1);
yy0 = ceilf(yy0);
yy1 = floorf(yy1);
// Offset by half to get actual centre of pixel - again moving inwards to
// avoid overlap with surrounding graphics
xx0 += 0.5f;
xx1 -= 0.5f;
yy0 += 0.5f;
yy1 -= 0.5f;
// Convert back to game coordinate space
float xx0f = xx0 / sfx;
float xx1f = xx1 / sfx;
float yy0f = yy0 / sfy;
float yy1f = yy1 / sfy;
for (int i = 0; i < 2; i++) {
if (i == 0) glBlendFunc(GL_SRC_COLOR, GL_ONE);
if (i == 1) glBlendFunc(GL_SRC_COLOR, GL_ONE);
float sx = Minecraft::currentTimeMillis() % (3000 + i * 1873) /
(3000.0f + i * 1873) * 256;
float sy = 0;
Tesselator* t = Tesselator::getInstance();
float vv = 4;
if (i == 1) vv = -1;
t->begin();
t->vertexUV(xx0f, yy1f, blitOffset, (sx + h * vv) * us, (sy + h) * vs);
t->vertexUV(xx1f, yy1f, blitOffset, (sx + w + h * vv) * us,
(sy + h) * vs);
t->vertexUV(xx1f, yy0f, blitOffset, (sx + w) * us, (sy + 0) * vs);
t->vertexUV(xx0f, yy0f, blitOffset, (sx + 0) * us, (sy + 0) * vs);
t->end();
}
}
void ItemRenderer::renderGuiItemDecorations(Font* font, Textures* textures,
std::shared_ptr<ItemInstance> item,
int x, int y, float fAlpha) {
renderGuiItemDecorations(font, textures, item, x, y, L"", fAlpha);
}
void ItemRenderer::renderGuiItemDecorations(Font* font, Textures* textures,
std::shared_ptr<ItemInstance> item,
int x, int y,
const std::wstring& countText,
float fAlpha) {
if (item == nullptr) {
return;
}
if (item->count > 1 || !countText.empty() ||
item->GetForceNumberDisplay()) {
MemSect(31);
std::wstring amount = countText;
if (amount.empty()) {
int count = item->count;
if (count > 64) {
amount = _toString<int>(64) + L"+";
} else {
amount = _toString<int>(item->count);
}
}
MemSect(0);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
font->drawShadow(amount, x + 19 - 2 - font->width(amount), y + 6 + 3,
0xffffff | (((unsigned int)(fAlpha * 0xff)) << 24));
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
}
if (item->isDamaged()) {
int p = (int)Math::round(13.0 - (double)item->getDamageValue() * 13.0 /
(double)item->getMaxDamage());
int cc =
(int)Math::round(255.0 - (double)item->getDamageValue() * 255.0 /
(double)item->getMaxDamage());
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
Tesselator* t = Tesselator::getInstance();
int ca = (255 - cc) << 16 | (cc) << 8;
int cb = ((255 - cc) / 4) << 16 | (255 / 4) << 8;
fillRect(t, x + 2, y + 13, 13, 2, 0x000000);
fillRect(t, x + 2, y + 13, 12, 1, cb);
fillRect(t, x + 2, y + 13, p, 1, ca);
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
} else if (item->hasPotionStrengthBar()) {
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
Tesselator* t = Tesselator::getInstance();
fillRect(t, x + 3, y + 13, 11, 2, 0x000000);
// fillRect(t, x + 2, y + 13, 13, 1, 0x1dabc0);
fillRect(t, x + 3, y + 13,
m_iPotionStrengthBarWidth[item->GetPotionStrength()], 2,
0x00e1eb);
fillRect(t, x + 2 + 3, y + 13, 1, 2, 0x000000);
fillRect(t, x + 2 + 3 + 3, y + 13, 1, 2, 0x000000);
fillRect(t, x + 2 + 3 + 3 + 3, y + 13, 1, 2, 0x000000);
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
}
glDisable(GL_BLEND);
}
const int ItemRenderer::m_iPotionStrengthBarWidth[] = {3, 6, 9, 11};
void ItemRenderer::fillRect(Tesselator* t, int x, int y, int w, int h, int c) {
t->begin();
t->color(c);
t->vertex((float)(x + 0), (float)(y + 0), (float)(0));
t->vertex((float)(x + 0), (float)(y + h), (float)(0));
t->vertex((float)(x + w), (float)(y + h), (float)(0));
t->vertex((float)(x + w), (float)(y + 0), (float)(0));
t->end();
}
// 4J - a few changes here to get x, y, w, h in as floats (for xui rendering
// accuracy), and to align final pixels to the final screen resolution
void ItemRenderer::blit(float x, float y, int sx, int sy, float w, float h) {
float us = 1 / 256.0f;
float vs = 1 / 256.0f;
Tesselator* t = Tesselator::getInstance();
t->begin();
// 4J - calculate what the pixel coordinates will be in final screen
// coordinates
float sfx = (float)Minecraft::GetInstance()->width /
(float)Minecraft::GetInstance()->width_phys;
float sfy = (float)Minecraft::GetInstance()->height /
(float)Minecraft::GetInstance()->height_phys;
float xx0 = x * sfx;
float xx1 = (x + w) * sfx;
float yy0 = y * sfy;
float yy1 = (y + h) * sfy;
// Round to whole pixels - rounding inwards so that we don't overlap any
// surrounding graphics
xx0 = ceilf(xx0);
xx1 = floorf(xx1);
yy0 = ceilf(yy0);
yy1 = floorf(yy1);
// Offset by half to get actual centre of pixel - again moving inwards to
// avoid overlap with surrounding graphics
xx0 += 0.5f;
xx1 -= 0.5f;
yy0 += 0.5f;
yy1 -= 0.5f;
// Convert back to game coordinate space
float xx0f = xx0 / sfx;
float xx1f = xx1 / sfx;
float yy0f = yy0 / sfy;
float yy1f = yy1 / sfy;
// 4J - subtracting 0.5f (actual screen pixels, so need to compensate for
// physical & game width) from each x & y coordinate to compensate for
// centre of pixels in directx vs openGL
float f = (0.5f * (float)Minecraft::GetInstance()->width) /
(float)Minecraft::GetInstance()->width_phys;
t->vertexUV(xx0f, yy1f, (float)(blitOffset), (float)((sx + 0) * us),
(float)((sy + 16) * vs));
t->vertexUV(xx1f, yy1f, (float)(blitOffset), (float)((sx + 16) * us),
(float)((sy + 16) * vs));
t->vertexUV(xx1f, yy0f, (float)(blitOffset), (float)((sx + 16) * us),
(float)((sy + 0) * vs));
t->vertexUV(xx0f, yy0f, (float)(blitOffset), (float)((sx + 0) * us),
(float)((sy + 0) * vs));
t->end();
}
void ItemRenderer::blit(float x, float y, Icon* tex, float w, float h) {
Tesselator* t = Tesselator::getInstance();
t->begin();
// 4J - calculate what the pixel coordinates will be in final screen
// coordinates
float sfx = (float)Minecraft::GetInstance()->width /
(float)Minecraft::GetInstance()->width_phys;
float sfy = (float)Minecraft::GetInstance()->height /
(float)Minecraft::GetInstance()->height_phys;
float xx0 = x * sfx;
float xx1 = (x + w) * sfx;
float yy0 = y * sfy;
float yy1 = (y + h) * sfy;
// Round to whole pixels - rounding inwards so that we don't overlap any
// surrounding graphics
xx0 = ceilf(xx0);
xx1 = floorf(xx1);
yy0 = ceilf(yy0);
yy1 = floorf(yy1);
// Offset by half to get actual centre of pixel - again moving inwards to
// avoid overlap with surrounding graphics
xx0 += 0.5f;
xx1 -= 0.5f;
yy0 += 0.5f;
yy1 -= 0.5f;
// Convert back to game coordinate space
float xx0f = xx0 / sfx;
float xx1f = xx1 / sfx;
float yy0f = yy0 / sfy;
float yy1f = yy1 / sfy;
// 4J - subtracting 0.5f (actual screen pixels, so need to compensate for
// physical & game width) from each x & y coordinate to compensate for
// centre of pixels in directx vs openGL
float f = (0.5f * (float)Minecraft::GetInstance()->width) /
(float)Minecraft::GetInstance()->width_phys;
t->vertexUV(xx0f, yy1f, blitOffset, tex->getU0(true), tex->getV1(true));
t->vertexUV(xx1f, yy1f, blitOffset, tex->getU1(true), tex->getV1(true));
t->vertexUV(xx1f, yy0f, blitOffset, tex->getU1(true), tex->getV0(true));
t->vertexUV(xx0f, yy0f, blitOffset, tex->getU0(true), tex->getV0(true));
t->end();
}