Files
mcpe/source/client/renderer/entity/ItemRenderer.cpp

272 lines
8.6 KiB
C++

/********************************************************************
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 <sstream>
#include "ItemRenderer.hpp"
#include "EntityRenderDispatcher.hpp"
#include "client/renderer/TileRenderer.hpp"
#include "world/entity/ItemEntity.hpp"
TileRenderer* ItemRenderer::tileRenderer = new TileRenderer;
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
};
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)
{
auto& 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);
}
}