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79
Minecraft.Client/ItemSpriteRenderer.cpp
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79
Minecraft.Client/ItemSpriteRenderer.cpp
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#include "stdafx.h"
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#include "ItemSpriteRenderer.h"
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#include "EntityRenderDispatcher.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
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#include "..\Minecraft.World\net.minecraft.world.item.alchemy.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\Minecraft.World\net.minecraft.world.h"
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ItemSpriteRenderer::ItemSpriteRenderer(Item *sourceItem, int sourceItemAuxValue /*= 0*/) : EntityRenderer()
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{
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this->sourceItem = sourceItem;
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this->sourceItemAuxValue = sourceItemAuxValue;
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}
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//ItemSpriteRenderer::ItemSpriteRenderer(int icon) : EntityRenderer()
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//{
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// this(sourceItem, 0);
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//}
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void ItemSpriteRenderer::render(shared_ptr<Entity> e, double x, double y, double z, float rot, float a)
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{
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// the icon is already cached in the item object, so there should not be any performance impact by not caching it here
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Icon *icon = sourceItem->getIcon(sourceItemAuxValue);
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if (icon == NULL)
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{
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return;
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}
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glPushMatrix();
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glTranslatef((float) x, (float) y, (float) z);
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glEnable(GL_RESCALE_NORMAL);
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glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
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bindTexture(TN_GUI_ITEMS); // 4J - was L"/gui/items.png"
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Tesselator *t = Tesselator::getInstance();
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if (icon == PotionItem::getTexture(PotionItem::THROWABLE_ICON) )
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{
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int col = PotionBrewing::getColorValue((dynamic_pointer_cast<ThrownPotion>(e) )->getPotionValue(), false);
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float red = ((col >> 16) & 0xff) / 255.0f;
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float g = ((col >> 8) & 0xff) / 255.0f;
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float b = ((col) & 0xff) / 255.0f;
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glColor3f(red, g, b);
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glPushMatrix();
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renderIcon(t, PotionItem::getTexture(PotionItem::CONTENTS_ICON));
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glPopMatrix();
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glColor3f(1, 1, 1);
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}
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renderIcon(t, icon);
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glDisable(GL_RESCALE_NORMAL);
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glPopMatrix();
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}
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void ItemSpriteRenderer::renderIcon(Tesselator *t, Icon *icon)
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{
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float u0 = icon->getU0();
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float u1 = icon->getU1();
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float v0 = icon->getV0();
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float v1 = icon->getV1();
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float r = 1.0f;
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float xo = 0.5f;
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float yo = 0.25f;
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glRotatef(180 - entityRenderDispatcher->playerRotY, 0, 1, 0);
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glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
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t->begin();
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t->normal(0, 1, 0);
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( r - yo), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( r - yo), (float)( 0), (float)( u0), (float)( v0));
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t->end();
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}
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