mirror of
https://github.com/celisej567/mcpe.git
synced 2026-09-17 20:10:23 +03:00
@@ -8,6 +8,7 @@
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#include "ItemInHandRenderer.hpp"
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#include "client/app/Minecraft.hpp"
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#include "common/Mth.hpp"
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ItemInHandRenderer::ItemInHandRenderer(Minecraft* pMC) :
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m_ItemInstance(0, 1, 0),
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@@ -124,33 +125,33 @@ void ItemInHandRenderer::renderItem(ItemInstance* inst)
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SHADE_IF_NEEDED(0.8f);
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for (int i = 0; i < 16; i++)
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{
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t.vertexUV(i * C_ONE_PIXEL, 0.0f, -C_ONE_PIXEL, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV(i * C_ONE_PIXEL, 0.0f, 0.0f, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV(i * C_ONE_PIXEL, 1.0f, 0.0f, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV(i * C_ONE_PIXEL, 1.0f, -C_ONE_PIXEL, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV(i * C_ONE_PIXEL, 0.0f, -C_ONE_PIXEL, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV(i * C_ONE_PIXEL, 0.0f, 0.0f, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV(i * C_ONE_PIXEL, 1.0f, 0.0f, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV(i * C_ONE_PIXEL, 1.0f, -C_ONE_PIXEL, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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}
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for (int i = 0; i < 16; i++)
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{
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t.vertexUV((i + 1) * C_ONE_PIXEL, 1.0f, -C_ONE_PIXEL, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 1.0f, 0.0f, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 0.0f, 0.0f, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 0.0f, -C_ONE_PIXEL, Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 1.0f, -C_ONE_PIXEL, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 1.0f, 0.0f, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_1);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 0.0f, 0.0f, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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t.vertexUV((i + 1) * C_ONE_PIXEL, 0.0f, -C_ONE_PIXEL, Mth::Lerp(texU_2, texU_1, i * C_ONE_PIXEL) - C_RATIO_2, texV_2);
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}
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SHADE_IF_NEEDED(0.6f);
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for (int i = 0; i < 16; i++)
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{
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t.vertexUV(0.0f, (i + 1) * C_ONE_PIXEL, 0.0f, texU_2, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, (i + 1) * C_ONE_PIXEL, 0.0f, texU_1, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, (i + 1) * C_ONE_PIXEL, -C_ONE_PIXEL, texU_1, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, (i + 1) * C_ONE_PIXEL, -C_ONE_PIXEL, texU_2, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, (i + 1) * C_ONE_PIXEL, 0.0f, texU_2, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, (i + 1) * C_ONE_PIXEL, 0.0f, texU_1, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, (i + 1) * C_ONE_PIXEL, -C_ONE_PIXEL, texU_1, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, (i + 1) * C_ONE_PIXEL, -C_ONE_PIXEL, texU_2, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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}
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for (int i = 0; i < 16; i++)
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{
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t.vertexUV(1.0f, i * C_ONE_PIXEL, 0.0f, texU_1, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, i * C_ONE_PIXEL, 0.0f, texU_2, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, i * C_ONE_PIXEL, -C_ONE_PIXEL, texU_2, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, i * C_ONE_PIXEL, -C_ONE_PIXEL, texU_1, Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, i * C_ONE_PIXEL, 0.0f, texU_1, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, i * C_ONE_PIXEL, 0.0f, texU_2, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(0.0f, i * C_ONE_PIXEL, -C_ONE_PIXEL, texU_2, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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t.vertexUV(1.0f, i * C_ONE_PIXEL, -C_ONE_PIXEL, texU_1, Mth::Lerp(texV_2, texV_1, i * C_ONE_PIXEL));
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}
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t.draw();
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@@ -169,9 +170,8 @@ void ItemInHandRenderer::render(float f)
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if (m_pMinecraft->getOptions()->m_bDynamicHand && m_pMinecraft->m_pMobPersp == pLP)
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{
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// @TODO: Change to Mth::Lerp when iOS port is pulled!
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float rYaw = Lerp(pLP->m_lastRenderArmYaw, pLP->m_renderArmYaw, f);
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float rPitch = Lerp(pLP->m_lastRenderArmPitch, pLP->m_renderArmPitch, f);
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float rYaw = Mth::Lerp(pLP->m_lastRenderArmYaw, pLP->m_renderArmYaw, f);
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float rPitch = Mth::Lerp(pLP->m_lastRenderArmPitch, pLP->m_renderArmPitch, f);
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glRotatef((pLP->m_pitch - rPitch) * 0.1f, 1.0f, 0.0f, 0.0f);
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glRotatef((pLP->m_yaw - rYaw ) * 0.1f, 0.0f, 1.0f, 0.0f);
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}
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