/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include #include "ItemRenderer.hpp" #include "EntityRenderDispatcher.hpp" #include "client/renderer/TileRenderer.hpp" #include "world/entity/ItemEntity.hpp" TileRenderer* ItemRenderer::tileRenderer = new TileRenderer; #ifndef ENH_3D_INVENTORY_TILES const uint8_t g_ItemFrames[C_MAX_TILES] = { 0, 1, 2, 3, 4, 5, 0, 6, 0, 0, 0, 0, 7, 8, 9, 10, 11, 12, 13, 0, 14, 15, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17, 0, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 0, 0, 28, 29, 0, 0, 30, 0, 0, 31, 32, 0, 0, 33, 0, 0, 0, 34, 35, 0, 36, 0, 0, 0, 37, 0, 38, 39, 0, 0, 0, 40, 41, 0, 0, 42, 43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 0 }; #endif ItemRenderer::ItemRenderer() { field_4 = 0.15f; field_8 = 0.75f; } void ItemRenderer::render(Entity* pEntity, float x, float y, float z, float a, float b) { m_random.init_genrand(187); ItemEntity* pItemEntity = (ItemEntity*)pEntity; glPushMatrix(); float yOffset = Mth::sin((float(pItemEntity->field_E0) + b) / 10.0f + pItemEntity->field_E8); ItemInstance* pItemInstance = pItemEntity->m_pItemInstance; int itemsToRender = 1; if (pItemInstance->m_amount > 1) itemsToRender = 2; if (pItemInstance->m_amount > 5) itemsToRender = 3; if (pItemInstance->m_amount > 20) itemsToRender = 4; glTranslatef(x, y + 0.1f + yOffset * 0.1f, z); glEnable(GL_RESCALE_NORMAL); int itemID = pItemInstance->m_itemID; if (itemID < C_MAX_TILES && TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape())) { glRotatef(((float(pItemEntity->field_E0) + b) / 20.0f + pItemEntity->field_E8) * 57.296f, 0.0f, 1.0f, 0.0f); bindTexture(C_TERRAIN_NAME); float scale = 0.5f; // @BUG: If cacti existed and were able to be dropped, they would be 2x the size of a regular tile. // This bug has been in the main game until Java Edition Beta 1.8. if (Tile::tiles[itemID]->isCubeShaped() || pItemInstance->m_itemID == Tile::stoneSlabHalf->m_ID) scale = 0.25f; glScalef(scale, scale, scale); for (int i = 0; i < itemsToRender; i++) { glPushMatrix(); if (i != 0) { glTranslatef( 0.2f * (m_random.nextFloat() * 2.0f - 1.0f) / scale, 0.2f * (m_random.nextFloat() * 2.0f - 1.0f) / scale, 0.2f * (m_random.nextFloat() * 2.0f - 1.0f) / scale); } #ifdef ENH_SHADE_HELD_TILES # define PARM_HACK , pItemEntity->getBrightness(1.0f) #else # define PARM_HACK #endif tileRenderer->renderTile(Tile::tiles[itemID], pItemInstance->m_auxValue PARM_HACK); #undef PARM_HACK glPopMatrix(); } } else { glScalef(0.5f, 0.5f, 0.5f); int icon = pItemInstance->getIcon(); bindTexture(pItemInstance->m_itemID < C_MAX_TILES ? C_TERRAIN_NAME : C_ITEMS_NAME); for (int i = 0; i < itemsToRender; i++) { glPushMatrix(); if (i != 0) { glTranslatef( 0.2f * (m_random.nextFloat() * 2.0f - 1.0f) * 0.3f, 0.2f * (m_random.nextFloat() * 2.0f - 1.0f) * 0.3f, 0.2f * (m_random.nextFloat() * 2.0f - 1.0f) * 0.3f); } glRotatef(180.0f - m_pDispatcher->m_yaw, 0.0f, 1.0f, 0.0f); Tesselator& t = Tesselator::instance; t.begin(); #ifdef ENH_SHADE_HELD_TILES float bright = pItemEntity->getBrightness(1.0f); t.color(bright, bright, bright); #endif t.vertexUV(-0.5f, -0.25f, 0.0f, float(16 * (icon % 16)) / 256.0f, float(16 * (icon / 16 + 1)) / 256.0f); t.vertexUV(+0.5f, -0.25f, 0.0f, float(16 * (icon % 16 + 1)) / 256.0f, float(16 * (icon / 16 + 1)) / 256.0f); t.vertexUV(+0.5f, +0.75f, 0.0f, float(16 * (icon % 16 + 1)) / 256.0f, float(16 * (icon / 16)) / 256.0f); t.vertexUV(-0.5f, +0.75f, 0.0f, float(16 * (icon % 16)) / 256.0f, float(16 * (icon / 16)) / 256.0f); t.draw(); glPopMatrix(); } } glDisable(GL_RESCALE_NORMAL); glPopMatrix(); } void ItemRenderer::blitRect(Tesselator& t, int x, int y, int w, int h, int color) { t.begin(); t.color(color); t.vertex(float(x), float(y), 0.0f); t.vertex(float(x), float(y + h), 0.0f); t.vertex(float(x + w), float(y + h), 0.0f); t.vertex(float(x + w), float(y), 0.0f); t.draw(); } void ItemRenderer::blit(int dx, int dy, int sx, int sy, int tw, int th) { Tesselator& t = Tesselator::instance; float ex = float(dx), ey = float(dy); float uw = float(tw), uh = float(th); float vx = float(sx), vy = float(sy); t.begin(); t.vertexUV(ex, ey + uh, 0.0f, float(vx) / 256.0f, float(vy + uh) / 256.0f); t.vertexUV(ex + uw, ey + uh, 0.0f, float(vx + uw) / 256.0f, float(vy + uh) / 256.0f); t.vertexUV(ex + uw, ey, 0.0f, float(vx + uw) / 256.0f, float(vy) / 256.0f); t.vertexUV(ex, ey, 0.0f, float(vx) / 256.0f, float(vy) / 256.0f); t.draw(); } void ItemRenderer::renderGuiItemOverlay(Font* font, Textures* textures, ItemInstance* instance, int x, int y) { if (!instance) return; if (instance->m_amount == 1) return; std::stringstream ss; ss << instance->m_amount; std::string amtstr = ss.str(); int width = font->width(amtstr), height = font->height(amtstr) + 8; font->drawShadow(amtstr, x + 17 - width, y + 17 - height, 0xFFFFFF); } void ItemRenderer::renderGuiItem(Font* font, Textures* textures, ItemInstance* instance, int x, int y, bool b) { // @NOTE: Font unused but would presumably be used to draw the item amount. // As if that actually works due to us blocking t.begin() and t.draw() calls... if (!instance) return; int itemID = instance->m_itemID; 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; #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; } #else if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()) || g_ItemFrames[itemID] != 0)) { bCanRenderAsIs = true; } #endif if (itemID < C_MAX_TILES && bCanRenderAsIs) { #ifndef ENH_3D_INVENTORY_TILES 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; 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); //glDisable(GL_BLEND); //glEnable(GL_DEPTH_TEST); 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); // TODO: Why can't we rotate stairs 90deg also? What's rotating them!? if (Tile::tiles[itemID]->getRenderShape() != SHAPE_STAIRS) glRotatef(-90.0f, 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 glPopMatrix(); //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); blit(x, y, 16 * (instance->getIcon() % 16), 16 * (instance->getIcon() / 16), 16, 16); } }