* Improve the inventory. Prepare for survival mode inventory.

This commit is contained in:
iProgramInCpp
2023-08-04 09:54:39 +03:00
parent 7c83a4d6aa
commit aa027ec549
12 changed files with 290 additions and 309 deletions

View File

@@ -165,87 +165,86 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures, ItemInstance* i
return;
int itemID = instance->m_itemID;
if (b)
{
// @BUG: This is one of the reasons you can't actually hold items in early Minecraft.
// There's an attempt to index `Tile::tiles` out of bounds, which of course fails, and likely crashes the game. :(
// If only they'd placed the g_ItemFrames[itemID] check before the TileRenderer::canRender check...
if (!b)
return;
// @BUG: This is one of the reasons you can't actually hold items in early Minecraft.
// There's an attempt to index `Tile::tiles` out of bounds, which of course fails, and likely crashes the game. :(
// If only they'd placed the g_ItemFrames[itemID] check before the TileRenderer::canRender check...
#ifdef ORIGINAL_CODE
#define COND_PRE
#else
#define COND_PRE (0 <= itemID && itemID < C_MAX_TILES) &&
#endif
bool bCanRenderAsIs = false;
bool bCanRenderAsIs = false;
#ifdef ENH_3D_INVENTORY_TILES
// We don't need to care about g_ItemFrames at all since blocks will get 3D rendered and 2D props will use the terrain.png as the texture.
if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape())))
{
bCanRenderAsIs = true;
}
// We don't need to care about g_ItemFrames at all since blocks will get 3D rendered and 2D props will use the terrain.png as the texture.
if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape())))
{
bCanRenderAsIs = true;
}
#else
if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()) || g_ItemFrames[itemID] != 0))
{
bCanRenderAsIs = true;
}
if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()) || g_ItemFrames[itemID] != 0))
{
bCanRenderAsIs = true;
}
#endif
if (itemID < C_MAX_TILES && bCanRenderAsIs)
{
if (itemID < C_MAX_TILES && bCanRenderAsIs)
{
#ifndef ENH_3D_INVENTORY_TILES
textures->loadAndBindTexture(C_BLOCKS_NAME);
textures->loadAndBindTexture(C_BLOCKS_NAME);
float texU = float(g_ItemFrames[instance->m_itemID] % 10) * 48.0f;
float texV = float(g_ItemFrames[instance->m_itemID] / 10) * 48.0f;
float texU = float(g_ItemFrames[instance->m_itemID] % 10) * 48.0f;
float texV = float(g_ItemFrames[instance->m_itemID] / 10) * 48.0f;
Tesselator& t = Tesselator::instance;
// @NOTE: These do nothing, due to a previous t.voidBeginAndEndCalls call.
t.begin();
t.vertexUV(float(x + 0), float(y + 16), 0.0f, texU / 512.0f, (texV + 48.0f) / 512.0f);
t.vertexUV(float(x + 16), float(y + 16), 0.0f, (texU + 48.0f) / 512.0f, (texV + 48.0f) / 512.0f);
t.vertexUV(float(x + 16), float(y + 0), 0.0f, (texU + 48.0f) / 512.0f, texV / 512.0f);
t.vertexUV(float(x + 0), float(y + 0), 0.0f, texU / 512.0f, texV / 512.0f);
t.draw();
Tesselator& t = Tesselator::instance;
// @NOTE: These do nothing, due to a previous t.voidBeginAndEndCalls call.
t.begin();
t.vertexUV(float(x + 0), float(y + 16), 0.0f, texU / 512.0f, (texV + 48.0f) / 512.0f);
t.vertexUV(float(x + 16), float(y + 16), 0.0f, (texU + 48.0f) / 512.0f, (texV + 48.0f) / 512.0f);
t.vertexUV(float(x + 16), float(y + 0), 0.0f, (texU + 48.0f) / 512.0f, texV / 512.0f);
t.vertexUV(float(x + 0), float(y + 0), 0.0f, texU / 512.0f, texV / 512.0f);
t.draw();
#else
textures->loadAndBindTexture(C_TERRAIN_NAME);
textures->loadAndBindTexture(C_TERRAIN_NAME);
//glDisable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
//glDisable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
glPushMatrix();
glPushMatrix();
// scale, rotate, and translate the tile onto the correct screen coordinate
glTranslatef((GLfloat)x + 8, (GLfloat)y + 8, -8);
glScalef(10, 10, 10);
glRotatef(210.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
// scale, rotate, and translate the tile onto the correct screen coordinate
glTranslatef((GLfloat)x + 8, (GLfloat)y + 8, -8);
glScalef(10, 10, 10);
glRotatef(210.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
#ifdef ENH_SHADE_HELD_TILES
# define PARM_HACK , 1
#else
# define PARM_HACK
#endif
tileRenderer->renderTile(Tile::tiles[itemID], instance->m_auxValue PARM_HACK);
#undef PARM_HACK
#ifdef ENH_SHADE_HELD_TILES
# define PARM_HACK , 1
#else
# define PARM_HACK
#endif
tileRenderer->renderTile(Tile::tiles[itemID], instance->m_auxValue PARM_HACK);
#undef PARM_HACK
glPopMatrix();
glPopMatrix();
//glDisable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
//glDisable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
#endif
}
else if (instance->getIcon() >= 0)
{
// @BUG: The last bound texture will be the texture that ALL items will take. This is because begin and end calls
// have been void'ed by a t.voidBeginAndEndCalls call in Gui::render.
if (instance->m_itemID <= 255)
textures->loadAndBindTexture(C_TERRAIN_NAME);
else
textures->loadAndBindTexture(C_ITEMS_NAME);
}
else if (instance->getIcon() >= 0)
{
// @BUG: The last bound texture will be the texture that ALL items will take. This is because begin and end calls
// have been void'ed by a t.voidBeginAndEndCalls call in Gui::render.
if (instance->m_itemID <= 255)
textures->loadAndBindTexture(C_TERRAIN_NAME);
else
textures->loadAndBindTexture(C_ITEMS_NAME);
blit(x, y, 16 * (instance->getIcon() % 16), 16 * (instance->getIcon() / 16), 16, 16);
}
blit(x, y, 16 * (instance->getIcon() % 16), 16 * (instance->getIcon() / 16), 16, 16);
}
}