mirror of
https://github.com/celisej567/mcpe.git
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272 lines
8.6 KiB
C++
272 lines
8.6 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include <sstream>
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#include "ItemRenderer.hpp"
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#include "EntityRenderDispatcher.hpp"
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#include "client/renderer/TileRenderer.hpp"
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#include "world/entity/ItemEntity.hpp"
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TileRenderer* ItemRenderer::tileRenderer = new TileRenderer;
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const uint8_t g_ItemFrames[C_MAX_TILES] =
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{
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0, 1, 2, 3, 4, 5, 0, 6, 0, 0, 0, 0, 7, 8, 9, 10,
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11, 12, 13, 0, 14, 15, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 17, 0, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 0,
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0, 28, 29, 0, 0, 30, 0, 0, 31, 32, 0, 0, 33, 0, 0, 0,
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34, 35, 0, 36, 0, 0, 0, 37, 0, 38, 39, 0, 0, 0, 40, 41,
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0, 0, 42, 43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54,
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55, 56, 57, 58, 0
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};
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ItemRenderer::ItemRenderer()
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{
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field_4 = 0.15f;
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field_8 = 0.75f;
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}
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void ItemRenderer::render(Entity* pEntity, float x, float y, float z, float a, float b)
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{
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m_random.init_genrand(187);
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ItemEntity* pItemEntity = (ItemEntity*)pEntity;
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glPushMatrix();
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float yOffset = Mth::sin((float(pItemEntity->field_E0) + b) / 10.0f + pItemEntity->field_E8);
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ItemInstance* pItemInstance = pItemEntity->m_pItemInstance;
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int itemsToRender = 1;
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if (pItemInstance->m_amount > 1)
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itemsToRender = 2;
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if (pItemInstance->m_amount > 5)
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itemsToRender = 3;
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if (pItemInstance->m_amount > 20)
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itemsToRender = 4;
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glTranslatef(x, y + 0.1f + yOffset * 0.1f, z);
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glEnable(GL_RESCALE_NORMAL);
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int itemID = pItemInstance->m_itemID;
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if (itemID < C_MAX_TILES && TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()))
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{
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glRotatef(((float(pItemEntity->field_E0) + b) / 20.0f + pItemEntity->field_E8) * 57.296f, 0.0f, 1.0f, 0.0f);
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bindTexture(C_TERRAIN_NAME);
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float scale = 0.5f;
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// @BUG: If cacti existed and were able to be dropped, they would be 2x the size of a regular tile.
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// This bug has been in the main game until Java Edition Beta 1.8.
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if (Tile::tiles[itemID]->isCubeShaped() || pItemInstance->m_itemID == Tile::stoneSlabHalf->m_ID)
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scale = 0.25f;
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glScalef(scale, scale, scale);
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for (int i = 0; i < itemsToRender; i++)
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{
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glPushMatrix();
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if (i != 0)
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{
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glTranslatef(
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0.2f * (m_random.nextFloat() * 2.0f - 1.0f) / scale,
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0.2f * (m_random.nextFloat() * 2.0f - 1.0f) / scale,
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0.2f * (m_random.nextFloat() * 2.0f - 1.0f) / scale);
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}
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#ifdef ENH_SHADE_HELD_TILES
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# define PARM_HACK , pItemEntity->getBrightness(1.0f)
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#else
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# define PARM_HACK
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#endif
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tileRenderer->renderTile(Tile::tiles[itemID], pItemInstance->m_auxValue PARM_HACK);
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#undef PARM_HACK
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glPopMatrix();
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}
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}
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else
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{
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glScalef(0.5f, 0.5f, 0.5f);
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int icon = pItemInstance->getIcon();
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bindTexture(pItemInstance->m_itemID < C_MAX_TILES ? C_TERRAIN_NAME : C_ITEMS_NAME);
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for (int i = 0; i < itemsToRender; i++)
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{
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glPushMatrix();
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if (i != 0)
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{
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glTranslatef(
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0.2f * (m_random.nextFloat() * 2.0f - 1.0f) * 0.3f,
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0.2f * (m_random.nextFloat() * 2.0f - 1.0f) * 0.3f,
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0.2f * (m_random.nextFloat() * 2.0f - 1.0f) * 0.3f);
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}
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glRotatef(180.0f - m_pDispatcher->m_yaw, 0.0f, 1.0f, 0.0f);
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Tesselator& t = Tesselator::instance;
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t.begin();
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#ifdef ENH_SHADE_HELD_TILES
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float bright = pItemEntity->getBrightness(1.0f);
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t.color(bright, bright, bright);
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#endif
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t.vertexUV(-0.5f, -0.25f, 0.0f, float(16 * (icon % 16)) / 256.0f, float(16 * (icon / 16 + 1)) / 256.0f);
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t.vertexUV(+0.5f, -0.25f, 0.0f, float(16 * (icon % 16 + 1)) / 256.0f, float(16 * (icon / 16 + 1)) / 256.0f);
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t.vertexUV(+0.5f, +0.75f, 0.0f, float(16 * (icon % 16 + 1)) / 256.0f, float(16 * (icon / 16)) / 256.0f);
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t.vertexUV(-0.5f, +0.75f, 0.0f, float(16 * (icon % 16)) / 256.0f, float(16 * (icon / 16)) / 256.0f);
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t.draw();
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glPopMatrix();
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}
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}
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glDisable(GL_RESCALE_NORMAL);
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glPopMatrix();
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}
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void ItemRenderer::blitRect(Tesselator& t, int x, int y, int w, int h, int color)
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{
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t.begin();
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t.color(color);
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t.vertex(float(x), float(y), 0.0f);
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t.vertex(float(x), float(y + h), 0.0f);
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t.vertex(float(x + w), float(y + h), 0.0f);
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t.vertex(float(x + w), float(y), 0.0f);
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t.draw();
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}
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void ItemRenderer::blit(int dx, int dy, int sx, int sy, int tw, int th)
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{
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auto& t = Tesselator::instance;
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float ex = float(dx), ey = float(dy);
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float uw = float(tw), uh = float(th);
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float vx = float(sx), vy = float(sy);
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t.begin();
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t.vertexUV(ex, ey + uh, 0.0f, float(vx) / 256.0f, float(vy + uh) / 256.0f);
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t.vertexUV(ex + uw, ey + uh, 0.0f, float(vx + uw) / 256.0f, float(vy + uh) / 256.0f);
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t.vertexUV(ex + uw, ey, 0.0f, float(vx + uw) / 256.0f, float(vy) / 256.0f);
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t.vertexUV(ex, ey, 0.0f, float(vx) / 256.0f, float(vy) / 256.0f);
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t.draw();
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}
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void ItemRenderer::renderGuiItemOverlay(Font* font, Textures* textures, ItemInstance* instance, int x, int y)
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{
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if (!instance)
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return;
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if (instance->m_amount == 1)
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return;
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std::stringstream ss;
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ss << instance->m_amount;
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std::string amtstr = ss.str();
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int width = font->width(amtstr), height = font->height(amtstr) + 8;
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font->drawShadow(amtstr, x + 17 - width, y + 17 - height, 0xFFFFFF);
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}
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void ItemRenderer::renderGuiItem(Font* font, Textures* textures, ItemInstance* instance, int x, int y, bool b)
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{
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// @NOTE: Font unused but would presumably be used to draw the item amount.
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// As if that actually works due to us blocking t.begin() and t.draw() calls...
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if (!instance)
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return;
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int itemID = instance->m_itemID;
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if (!b)
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return;
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// @BUG: This is one of the reasons you can't actually hold items in early Minecraft.
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// There's an attempt to index `Tile::tiles` out of bounds, which of course fails, and likely crashes the game. :(
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// If only they'd placed the g_ItemFrames[itemID] check before the TileRenderer::canRender check...
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#ifdef ORIGINAL_CODE
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#define COND_PRE
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#else
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#define COND_PRE (0 <= itemID && itemID < C_MAX_TILES) &&
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#endif
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bool bCanRenderAsIs = false;
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#ifdef ENH_3D_INVENTORY_TILES
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// 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.
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if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape())))
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{
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bCanRenderAsIs = true;
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}
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#else
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if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()) || g_ItemFrames[itemID] != 0))
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{
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bCanRenderAsIs = true;
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}
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#endif
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if (itemID < C_MAX_TILES && bCanRenderAsIs)
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{
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#ifndef ENH_3D_INVENTORY_TILES
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textures->loadAndBindTexture(C_BLOCKS_NAME);
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float texU = float(g_ItemFrames[instance->m_itemID] % 10) * 48.0f;
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float texV = float(g_ItemFrames[instance->m_itemID] / 10) * 48.0f;
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Tesselator& t = Tesselator::instance;
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// @NOTE: These do nothing, due to a previous t.voidBeginAndEndCalls call.
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t.begin();
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t.vertexUV(float(x + 0), float(y + 16), 0.0f, texU / 512.0f, (texV + 48.0f) / 512.0f);
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t.vertexUV(float(x + 16), float(y + 16), 0.0f, (texU + 48.0f) / 512.0f, (texV + 48.0f) / 512.0f);
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t.vertexUV(float(x + 16), float(y + 0), 0.0f, (texU + 48.0f) / 512.0f, texV / 512.0f);
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t.vertexUV(float(x + 0), float(y + 0), 0.0f, texU / 512.0f, texV / 512.0f);
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t.draw();
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#else
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textures->loadAndBindTexture(C_TERRAIN_NAME);
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//glDisable(GL_BLEND);
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//glEnable(GL_DEPTH_TEST);
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glPushMatrix();
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// scale, rotate, and translate the tile onto the correct screen coordinate
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glTranslatef((GLfloat)x + 8, (GLfloat)y + 8, -8);
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glScalef(10, 10, 10);
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glRotatef(210.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
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// TODO: Why can't we rotate stairs 90deg also? What's rotating them!?
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if (Tile::tiles[itemID]->getRenderShape() != SHAPE_STAIRS)
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glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
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#ifdef ENH_SHADE_HELD_TILES
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# define PARM_HACK , 1
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#else
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# define PARM_HACK
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#endif
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tileRenderer->renderTile(Tile::tiles[itemID], instance->m_auxValue PARM_HACK);
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#undef PARM_HACK
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glPopMatrix();
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//glDisable(GL_DEPTH_TEST);
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//glEnable(GL_BLEND);
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#endif
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}
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else if (instance->getIcon() >= 0)
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{
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// @BUG: The last bound texture will be the texture that ALL items will take. This is because begin and end calls
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// have been void'ed by a t.voidBeginAndEndCalls call in Gui::render.
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if (instance->m_itemID <= 255)
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textures->loadAndBindTexture(C_TERRAIN_NAME);
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else
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textures->loadAndBindTexture(C_ITEMS_NAME);
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blit(x, y, 16 * (instance->getIcon() % 16), 16 * (instance->getIcon() / 16), 16, 16);
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}
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}
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