#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<Entity> 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<ThrownPotion>(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();
}