001    package net.minecraft.src;
002    
003    import cpw.mods.fml.client.TextureFXManager;
004    import cpw.mods.fml.common.Side;
005    import cpw.mods.fml.common.asm.SideOnly;
006    import net.minecraft.client.Minecraft;
007    import org.lwjgl.opengl.GL11;
008    import org.lwjgl.opengl.GL12;
009    
010    import net.minecraftforge.client.ForgeHooksClient;
011    import net.minecraftforge.client.IItemRenderer;
012    import net.minecraftforge.client.MinecraftForgeClient;
013    import static net.minecraftforge.client.IItemRenderer.ItemRenderType.*;
014    import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.*;
015    
016    @SideOnly(Side.CLIENT)
017    public class ItemRenderer
018    {
019        /** A reference to the Minecraft object. */
020        private Minecraft mc;
021        private ItemStack itemToRender = null;
022    
023        /**
024         * How far the current item has been equipped (0 disequipped and 1 fully up)
025         */
026        private float equippedProgress = 0.0F;
027        private float prevEquippedProgress = 0.0F;
028    
029        /** Instance of RenderBlocks. */
030        private RenderBlocks renderBlocksInstance = new RenderBlocks();
031        private MapItemRenderer mapItemRenderer;
032    
033        /** The index of the currently held item (0-8, or -1 if not yet updated) */
034        private int equippedItemSlot = -1;
035    
036        public ItemRenderer(Minecraft par1Minecraft)
037        {
038            this.mc = par1Minecraft;
039            this.mapItemRenderer = new MapItemRenderer(par1Minecraft.fontRenderer, par1Minecraft.gameSettings, par1Minecraft.renderEngine);
040        }
041    
042        /**
043         * Renders the item stack for being in an entity's hand Args: itemStack
044         */
045        public void renderItem(EntityLiving par1EntityLiving, ItemStack par2ItemStack, int par3)
046        {
047            GL11.glPushMatrix();
048            IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(par2ItemStack, EQUIPPED);
049    
050            if (customRenderer != null)
051            {
052                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
053                ForgeHooksClient.renderEquippedItem(customRenderer, renderBlocksInstance, par1EntityLiving, par2ItemStack);
054            }
055            else if (par2ItemStack.getItem() instanceof ItemBlock && RenderBlocks.renderItemIn3d(Block.blocksList[par2ItemStack.itemID].getRenderType()))
056            {
057                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
058                this.renderBlocksInstance.renderBlockAsItem(Block.blocksList[par2ItemStack.itemID], par2ItemStack.getItemDamage(), 1.0F);
059            }
060            else
061            {
062                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture(par2ItemStack.getItem().getTextureFile()));
063    
064                Tessellator var5 = Tessellator.instance;
065                int var6 = par1EntityLiving.getItemIcon(par2ItemStack, par3);
066                float var7 = ((float)(var6 % 16 * 16) + 0.0F) / 256.0F;
067                float var8 = ((float)(var6 % 16 * 16) + 15.99F) / 256.0F;
068                float var9 = ((float)(var6 / 16 * 16) + 0.0F) / 256.0F;
069                float var10 = ((float)(var6 / 16 * 16) + 15.99F) / 256.0F;
070                float var11 = 0.0F;
071                float var12 = 0.3F;
072                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
073                GL11.glTranslatef(-var11, -var12, 0.0F);
074                float var13 = 1.5F;
075                GL11.glScalef(var13, var13, var13);
076                GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
077                GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
078                GL11.glTranslatef(-0.9375F, -0.0625F, 0.0F);
079                this.renderItemIn2D(var5, var8, var9, var7, var10);
080    
081                if (par2ItemStack != null && par2ItemStack.hasEffect() && par3 == 0)
082                {
083                    GL11.glDepthFunc(GL11.GL_EQUAL);
084                    GL11.glDisable(GL11.GL_LIGHTING);
085                    this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("%blur%/misc/glint.png"));
086                    GL11.glEnable(GL11.GL_BLEND);
087                    GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
088                    float var14 = 0.76F;
089                    GL11.glColor4f(0.5F * var14, 0.25F * var14, 0.8F * var14, 1.0F);
090                    GL11.glMatrixMode(GL11.GL_TEXTURE);
091                    GL11.glPushMatrix();
092                    float var15 = 0.125F;
093                    GL11.glScalef(var15, var15, var15);
094                    float var16 = (float)(Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
095                    GL11.glTranslatef(var16, 0.0F, 0.0F);
096                    GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
097                    this.renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F);
098                    GL11.glPopMatrix();
099                    GL11.glPushMatrix();
100                    GL11.glScalef(var15, var15, var15);
101                    var16 = (float)(Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
102                    GL11.glTranslatef(-var16, 0.0F, 0.0F);
103                    GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
104                    this.renderItemIn2D(var5, 0.0F, 0.0F, 1.0F, 1.0F);
105                    GL11.glPopMatrix();
106                    GL11.glMatrixMode(GL11.GL_MODELVIEW);
107                    GL11.glDisable(GL11.GL_BLEND);
108                    GL11.glEnable(GL11.GL_LIGHTING);
109                    GL11.glDepthFunc(GL11.GL_LEQUAL);
110                }
111    
112                GL11.glDisable(GL12.GL_RESCALE_NORMAL);
113            }
114    
115            GL11.glPopMatrix();
116        }
117    
118        /**
119         * Renders an item held in hand as a 2D texture with thickness
120         */
121        private void renderItemIn2D(Tessellator par1Tessellator, float par2, float par3, float par4, float par5)
122        {
123            float var6 = 1.0F;
124            float var7 = 0.0625F;
125            par1Tessellator.startDrawingQuads();
126            par1Tessellator.setNormal(0.0F, 0.0F, 1.0F);
127            par1Tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, (double)par2, (double)par5);
128            par1Tessellator.addVertexWithUV((double)var6, 0.0D, 0.0D, (double)par4, (double)par5);
129            par1Tessellator.addVertexWithUV((double)var6, 1.0D, 0.0D, (double)par4, (double)par3);
130            par1Tessellator.addVertexWithUV(0.0D, 1.0D, 0.0D, (double)par2, (double)par3);
131            par1Tessellator.draw();
132            par1Tessellator.startDrawingQuads();
133            par1Tessellator.setNormal(0.0F, 0.0F, -1.0F);
134            par1Tessellator.addVertexWithUV(0.0D, 1.0D, (double)(0.0F - var7), (double)par2, (double)par3);
135            par1Tessellator.addVertexWithUV((double)var6, 1.0D, (double)(0.0F - var7), (double)par4, (double)par3);
136            par1Tessellator.addVertexWithUV((double)var6, 0.0D, (double)(0.0F - var7), (double)par4, (double)par5);
137            par1Tessellator.addVertexWithUV(0.0D, 0.0D, (double)(0.0F - var7), (double)par2, (double)par5);
138            par1Tessellator.draw();
139            par1Tessellator.startDrawingQuads();
140            par1Tessellator.setNormal(-1.0F, 0.0F, 0.0F);
141            int var8;
142            float var9;
143            float var10;
144            float var11;
145    
146            /* Gets the width/16 of the currently bound texture, used 
147             * to fix the side rendering issues on textures != 16 */
148            int tileSize = TextureFXManager.instance().getTextureDimensions(GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D)).width / 16;
149            
150            float tx = 1.0f / (32 * tileSize);
151            float tz = 1.0f /  tileSize;
152    
153            for (var8 = 0; var8 < tileSize; ++var8)
154            {
155                var9 = (float)var8 / tileSize;
156                var10 = par2 + (par4 - par2) * var9 - tx;
157                var11 = var6 * var9;
158                par1Tessellator.addVertexWithUV((double)var11, 0.0D, (double)(0.0F - var7), (double)var10, (double)par5);
159                par1Tessellator.addVertexWithUV((double)var11, 0.0D, 0.0D, (double)var10, (double)par5);
160                par1Tessellator.addVertexWithUV((double)var11, 1.0D, 0.0D, (double)var10, (double)par3);
161                par1Tessellator.addVertexWithUV((double)var11, 1.0D, (double)(0.0F - var7), (double)var10, (double)par3);
162            }
163    
164            par1Tessellator.draw();
165            par1Tessellator.startDrawingQuads();
166            par1Tessellator.setNormal(1.0F, 0.0F, 0.0F);
167    
168            for (var8 = 0; var8 < tileSize; ++var8)
169            {
170                var9 = (float)var8 / tileSize;
171                var10 = par2 + (par4 - par2) * var9 - tx;
172                var11 = var6 * var9 + tz;
173                par1Tessellator.addVertexWithUV((double)var11, 1.0D, (double)(0.0F - var7), (double)var10, (double)par3);
174                par1Tessellator.addVertexWithUV((double)var11, 1.0D, 0.0D, (double)var10, (double)par3);
175                par1Tessellator.addVertexWithUV((double)var11, 0.0D, 0.0D, (double)var10, (double)par5);
176                par1Tessellator.addVertexWithUV((double)var11, 0.0D, (double)(0.0F - var7), (double)var10, (double)par5);
177            }
178    
179            par1Tessellator.draw();
180            par1Tessellator.startDrawingQuads();
181            par1Tessellator.setNormal(0.0F, 1.0F, 0.0F);
182    
183            for (var8 = 0; var8 < tileSize; ++var8)
184            {
185                var9 = (float)var8 / tileSize;
186                var10 = par5 + (par3 - par5) * var9 - tx;
187                var11 = var6 * var9 + tz;
188                par1Tessellator.addVertexWithUV(0.0D, (double)var11, 0.0D, (double)par2, (double)var10);
189                par1Tessellator.addVertexWithUV((double)var6, (double)var11, 0.0D, (double)par4, (double)var10);
190                par1Tessellator.addVertexWithUV((double)var6, (double)var11, (double)(0.0F - var7), (double)par4, (double)var10);
191                par1Tessellator.addVertexWithUV(0.0D, (double)var11, (double)(0.0F - var7), (double)par2, (double)var10);
192            }
193    
194            par1Tessellator.draw();
195            par1Tessellator.startDrawingQuads();
196            par1Tessellator.setNormal(0.0F, -1.0F, 0.0F);
197    
198            for (var8 = 0; var8 < tileSize; ++var8)
199            {
200                var9 = (float)var8 / tileSize;
201                var10 = par5 + (par3 - par5) * var9 - tx;
202                var11 = var6 * var9;
203                par1Tessellator.addVertexWithUV((double)var6, (double)var11, 0.0D, (double)par4, (double)var10);
204                par1Tessellator.addVertexWithUV(0.0D, (double)var11, 0.0D, (double)par2, (double)var10);
205                par1Tessellator.addVertexWithUV(0.0D, (double)var11, (double)(0.0F - var7), (double)par2, (double)var10);
206                par1Tessellator.addVertexWithUV((double)var6, (double)var11, (double)(0.0F - var7), (double)par4, (double)var10);
207            }
208    
209            par1Tessellator.draw();
210        }
211    
212        /**
213         * Renders the active item in the player's hand when in first person mode. Args: partialTickTime
214         */
215        public void renderItemInFirstPerson(float par1)
216        {
217            float var2 = this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * par1;
218            EntityClientPlayerMP var3 = this.mc.thePlayer;
219            float var4 = var3.prevRotationPitch + (var3.rotationPitch - var3.prevRotationPitch) * par1;
220            GL11.glPushMatrix();
221            GL11.glRotatef(var4, 1.0F, 0.0F, 0.0F);
222            GL11.glRotatef(var3.prevRotationYaw + (var3.rotationYaw - var3.prevRotationYaw) * par1, 0.0F, 1.0F, 0.0F);
223            RenderHelper.enableStandardItemLighting();
224            GL11.glPopMatrix();
225            float var6;
226            float var7;
227    
228            if (var3 instanceof EntityPlayerSP)
229            {
230                EntityPlayerSP var5 = (EntityPlayerSP)var3;
231                var6 = var5.prevRenderArmPitch + (var5.renderArmPitch - var5.prevRenderArmPitch) * par1;
232                var7 = var5.prevRenderArmYaw + (var5.renderArmYaw - var5.prevRenderArmYaw) * par1;
233                GL11.glRotatef((var3.rotationPitch - var6) * 0.1F, 1.0F, 0.0F, 0.0F);
234                GL11.glRotatef((var3.rotationYaw - var7) * 0.1F, 0.0F, 1.0F, 0.0F);
235            }
236    
237            ItemStack var17 = this.itemToRender;
238            var6 = this.mc.theWorld.getLightBrightness(MathHelper.floor_double(var3.posX), MathHelper.floor_double(var3.posY), MathHelper.floor_double(var3.posZ));
239            var6 = 1.0F;
240            int var18 = this.mc.theWorld.getLightBrightnessForSkyBlocks(MathHelper.floor_double(var3.posX), MathHelper.floor_double(var3.posY), MathHelper.floor_double(var3.posZ), 0);
241            int var8 = var18 % 65536;
242            int var9 = var18 / 65536;
243            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var8 / 1.0F, (float)var9 / 1.0F);
244            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
245            float var10;
246            float var21;
247            float var20;
248    
249            if (var17 != null)
250            {
251                var18 = Item.itemsList[var17.itemID].getColorFromDamage(var17.getItemDamage(), 0);
252                var20 = (float)(var18 >> 16 & 255) / 255.0F;
253                var21 = (float)(var18 >> 8 & 255) / 255.0F;
254                var10 = (float)(var18 & 255) / 255.0F;
255                GL11.glColor4f(var6 * var20, var6 * var21, var6 * var10, 1.0F);
256            }
257            else
258            {
259                GL11.glColor4f(var6, var6, var6, 1.0F);
260            }
261    
262            float var11;
263            float var12;
264            float var13;
265            Render var24;
266            RenderPlayer var26;
267    
268            if (var17 != null && var17.getItem() instanceof ItemMap)
269            {
270                IItemRenderer custom = MinecraftForgeClient.getItemRenderer(var17, FIRST_PERSON_MAP);
271                GL11.glPushMatrix();
272                var7 = 0.8F;
273                var20 = var3.getSwingProgress(par1);
274                var21 = MathHelper.sin(var20 * (float)Math.PI);
275                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
276                GL11.glTranslatef(-var10 * 0.4F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.2F, -var21 * 0.2F);
277                var20 = 1.0F - var4 / 45.0F + 0.1F;
278    
279                if (var20 < 0.0F)
280                {
281                    var20 = 0.0F;
282                }
283    
284                if (var20 > 1.0F)
285                {
286                    var20 = 1.0F;
287                }
288    
289                var20 = -MathHelper.cos(var20 * (float)Math.PI) * 0.5F + 0.5F;
290                GL11.glTranslatef(0.0F, 0.0F * var7 - (1.0F - var2) * 1.2F - var20 * 0.5F + 0.04F, -0.9F * var7);
291                GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
292                GL11.glRotatef(var20 * -85.0F, 0.0F, 0.0F, 1.0F);
293                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
294                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTextureForDownloadableImage(this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
295    
296                for (var9 = 0; var9 < 2; ++var9)
297                {
298                    int var22 = var9 * 2 - 1;
299                    GL11.glPushMatrix();
300                    GL11.glTranslatef(-0.0F, -0.6F, 1.1F * (float)var22);
301                    GL11.glRotatef((float)(-45 * var22), 1.0F, 0.0F, 0.0F);
302                    GL11.glRotatef(-90.0F, 0.0F, 0.0F, 1.0F);
303                    GL11.glRotatef(59.0F, 0.0F, 0.0F, 1.0F);
304                    GL11.glRotatef((float)(-65 * var22), 0.0F, 1.0F, 0.0F);
305                    var24 = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
306                    var26 = (RenderPlayer)var24;
307                    var13 = 1.0F;
308                    GL11.glScalef(var13, var13, var13);
309                    var26.drawFirstPersonHand();
310                    GL11.glPopMatrix();
311                }
312    
313                var21 = var3.getSwingProgress(par1);
314                var10 = MathHelper.sin(var21 * var21 * (float)Math.PI);
315                var11 = MathHelper.sin(MathHelper.sqrt_float(var21) * (float)Math.PI);
316                GL11.glRotatef(-var10 * 20.0F, 0.0F, 1.0F, 0.0F);
317                GL11.glRotatef(-var11 * 20.0F, 0.0F, 0.0F, 1.0F);
318                GL11.glRotatef(-var11 * 80.0F, 1.0F, 0.0F, 0.0F);
319                var12 = 0.38F;
320                GL11.glScalef(var12, var12, var12);
321                GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
322                GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
323                GL11.glTranslatef(-1.0F, -1.0F, 0.0F);
324                var13 = 0.015625F;
325                GL11.glScalef(var13, var13, var13);
326                this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("/misc/mapbg.png"));
327                Tessellator var28 = Tessellator.instance;
328                GL11.glNormal3f(0.0F, 0.0F, -1.0F);
329                var28.startDrawingQuads();
330                byte var27 = 7;
331                var28.addVertexWithUV((double)(0 - var27), (double)(128 + var27), 0.0D, 0.0D, 1.0D);
332                var28.addVertexWithUV((double)(128 + var27), (double)(128 + var27), 0.0D, 1.0D, 1.0D);
333                var28.addVertexWithUV((double)(128 + var27), (double)(0 - var27), 0.0D, 1.0D, 0.0D);
334                var28.addVertexWithUV((double)(0 - var27), (double)(0 - var27), 0.0D, 0.0D, 0.0D);
335                var28.draw();
336                MapData var16 = ((ItemMap)var17.getItem()).getMapData(var17, this.mc.theWorld);
337                if (custom == null)
338                {
339                    this.mapItemRenderer.renderMap(this.mc.thePlayer, this.mc.renderEngine, var16);
340                }
341                else
342                {
343                    custom.renderItem(FIRST_PERSON_MAP, var17, mc.thePlayer, mc.renderEngine, var16);
344                }
345                GL11.glPopMatrix();
346            }
347            else if (var17 != null)
348            {
349                GL11.glPushMatrix();
350                var7 = 0.8F;
351    
352                if (var3.getItemInUseCount() > 0)
353                {
354                    EnumAction var19 = var17.getItemUseAction();
355    
356                    if (var19 == EnumAction.eat || var19 == EnumAction.drink)
357                    {
358                        var21 = (float)var3.getItemInUseCount() - par1 + 1.0F;
359                        var10 = 1.0F - var21 / (float)var17.getMaxItemUseDuration();
360                        var11 = 1.0F - var10;
361                        var11 = var11 * var11 * var11;
362                        var11 = var11 * var11 * var11;
363                        var11 = var11 * var11 * var11;
364                        var12 = 1.0F - var11;
365                        GL11.glTranslatef(0.0F, MathHelper.abs(MathHelper.cos(var21 / 4.0F * (float)Math.PI) * 0.1F) * (float)((double)var10 > 0.2D ? 1 : 0), 0.0F);
366                        GL11.glTranslatef(var12 * 0.6F, -var12 * 0.5F, 0.0F);
367                        GL11.glRotatef(var12 * 90.0F, 0.0F, 1.0F, 0.0F);
368                        GL11.glRotatef(var12 * 10.0F, 1.0F, 0.0F, 0.0F);
369                        GL11.glRotatef(var12 * 30.0F, 0.0F, 0.0F, 1.0F);
370                    }
371                }
372                else
373                {
374                    var20 = var3.getSwingProgress(par1);
375                    var21 = MathHelper.sin(var20 * (float)Math.PI);
376                    var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
377                    GL11.glTranslatef(-var10 * 0.4F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.2F, -var21 * 0.2F);
378                }
379    
380                GL11.glTranslatef(0.7F * var7, -0.65F * var7 - (1.0F - var2) * 0.6F, -0.9F * var7);
381                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
382                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
383                var20 = var3.getSwingProgress(par1);
384                var21 = MathHelper.sin(var20 * var20 * (float)Math.PI);
385                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
386                GL11.glRotatef(-var21 * 20.0F, 0.0F, 1.0F, 0.0F);
387                GL11.glRotatef(-var10 * 20.0F, 0.0F, 0.0F, 1.0F);
388                GL11.glRotatef(-var10 * 80.0F, 1.0F, 0.0F, 0.0F);
389                var11 = 0.4F;
390                GL11.glScalef(var11, var11, var11);
391                float var14;
392                float var15;
393    
394                if (var3.getItemInUseCount() > 0)
395                {
396                    EnumAction var23 = var17.getItemUseAction();
397    
398                    if (var23 == EnumAction.block)
399                    {
400                        GL11.glTranslatef(-0.5F, 0.2F, 0.0F);
401                        GL11.glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
402                        GL11.glRotatef(-80.0F, 1.0F, 0.0F, 0.0F);
403                        GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F);
404                    }
405                    else if (var23 == EnumAction.bow)
406                    {
407                        GL11.glRotatef(-18.0F, 0.0F, 0.0F, 1.0F);
408                        GL11.glRotatef(-12.0F, 0.0F, 1.0F, 0.0F);
409                        GL11.glRotatef(-8.0F, 1.0F, 0.0F, 0.0F);
410                        GL11.glTranslatef(-0.9F, 0.2F, 0.0F);
411                        var13 = (float)var17.getMaxItemUseDuration() - ((float)var3.getItemInUseCount() - par1 + 1.0F);
412                        var14 = var13 / 20.0F;
413                        var14 = (var14 * var14 + var14 * 2.0F) / 3.0F;
414    
415                        if (var14 > 1.0F)
416                        {
417                            var14 = 1.0F;
418                        }
419    
420                        if (var14 > 0.1F)
421                        {
422                            GL11.glTranslatef(0.0F, MathHelper.sin((var13 - 0.1F) * 1.3F) * 0.01F * (var14 - 0.1F), 0.0F);
423                        }
424    
425                        GL11.glTranslatef(0.0F, 0.0F, var14 * 0.1F);
426                        GL11.glRotatef(-335.0F, 0.0F, 0.0F, 1.0F);
427                        GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
428                        GL11.glTranslatef(0.0F, 0.5F, 0.0F);
429                        var15 = 1.0F + var14 * 0.2F;
430                        GL11.glScalef(1.0F, 1.0F, var15);
431                        GL11.glTranslatef(0.0F, -0.5F, 0.0F);
432                        GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
433                        GL11.glRotatef(335.0F, 0.0F, 0.0F, 1.0F);
434                    }
435                }
436    
437                if (var17.getItem().shouldRotateAroundWhenRendering())
438                {
439                    GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
440                }
441    
442                if (var17.getItem().requiresMultipleRenderPasses())
443                {
444                    this.renderItem(var3, var17, 0);
445                    for (int x = 1; x < var17.getItem().getRenderPasses(var17.getItemDamage()); x++)
446                    {
447                        int var25 = Item.itemsList[var17.itemID].getColorFromDamage(var17.getItemDamage(), x);
448                        var13 = (float)(var25 >> 16 & 255) / 255.0F;
449                        var14 = (float)(var25 >> 8 & 255) / 255.0F;
450                        var15 = (float)(var25 & 255) / 255.0F;
451                        GL11.glColor4f(var6 * var13, var6 * var14, var6 * var15, 1.0F);
452                        this.renderItem(var3, var17, x);
453                    }
454                }
455                else
456                {
457                    this.renderItem(var3, var17, 0);
458                }
459    
460                GL11.glPopMatrix();
461            }
462            else
463            {
464                GL11.glPushMatrix();
465                var7 = 0.8F;
466                var20 = var3.getSwingProgress(par1);
467                var21 = MathHelper.sin(var20 * (float)Math.PI);
468                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
469                GL11.glTranslatef(-var10 * 0.3F, MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI * 2.0F) * 0.4F, -var21 * 0.4F);
470                GL11.glTranslatef(0.8F * var7, -0.75F * var7 - (1.0F - var2) * 0.6F, -0.9F * var7);
471                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
472                GL11.glEnable(GL12.GL_RESCALE_NORMAL);
473                var20 = var3.getSwingProgress(par1);
474                var21 = MathHelper.sin(var20 * var20 * (float)Math.PI);
475                var10 = MathHelper.sin(MathHelper.sqrt_float(var20) * (float)Math.PI);
476                GL11.glRotatef(var10 * 70.0F, 0.0F, 1.0F, 0.0F);
477                GL11.glRotatef(-var21 * 20.0F, 0.0F, 0.0F, 1.0F);
478                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTextureForDownloadableImage(this.mc.thePlayer.skinUrl, this.mc.thePlayer.getTexture()));
479                GL11.glTranslatef(-1.0F, 3.6F, 3.5F);
480                GL11.glRotatef(120.0F, 0.0F, 0.0F, 1.0F);
481                GL11.glRotatef(200.0F, 1.0F, 0.0F, 0.0F);
482                GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
483                GL11.glScalef(1.0F, 1.0F, 1.0F);
484                GL11.glTranslatef(5.6F, 0.0F, 0.0F);
485                var24 = RenderManager.instance.getEntityRenderObject(this.mc.thePlayer);
486                var26 = (RenderPlayer)var24;
487                var13 = 1.0F;
488                GL11.glScalef(var13, var13, var13);
489                var26.drawFirstPersonHand();
490                GL11.glPopMatrix();
491            }
492    
493            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
494            RenderHelper.disableStandardItemLighting();
495        }
496    
497        /**
498         * Renders all the overlays that are in first person mode. Args: partialTickTime
499         */
500        public void renderOverlays(float par1)
501        {
502            GL11.glDisable(GL11.GL_ALPHA_TEST);
503            int var2;
504    
505            if (this.mc.thePlayer.isBurning())
506            {
507                var2 = this.mc.renderEngine.getTexture("/terrain.png");
508                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
509                this.renderFireInFirstPerson(par1);
510            }
511    
512            if (this.mc.thePlayer.isEntityInsideOpaqueBlock())
513            {
514                var2 = MathHelper.floor_double(this.mc.thePlayer.posX);
515                int var3 = MathHelper.floor_double(this.mc.thePlayer.posY);
516                int var4 = MathHelper.floor_double(this.mc.thePlayer.posZ);
517                int var5 = this.mc.renderEngine.getTexture("/terrain.png");
518                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var5);
519                int var6 = this.mc.theWorld.getBlockId(var2, var3, var4);
520    
521                if (this.mc.theWorld.isBlockNormalCube(var2, var3, var4))
522                {
523                    this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
524                }
525                else
526                {
527                    for (int var7 = 0; var7 < 8; ++var7)
528                    {
529                        float var8 = ((float)((var7 >> 0) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
530                        float var9 = ((float)((var7 >> 1) % 2) - 0.5F) * this.mc.thePlayer.height * 0.2F;
531                        float var10 = ((float)((var7 >> 2) % 2) - 0.5F) * this.mc.thePlayer.width * 0.9F;
532                        int var11 = MathHelper.floor_float((float)var2 + var8);
533                        int var12 = MathHelper.floor_float((float)var3 + var9);
534                        int var13 = MathHelper.floor_float((float)var4 + var10);
535    
536                        if (this.mc.theWorld.isBlockNormalCube(var11, var12, var13))
537                        {
538                            var6 = this.mc.theWorld.getBlockId(var11, var12, var13);
539                        }
540                    }
541                }
542    
543                if (Block.blocksList[var6] != null)
544                {
545                    this.renderInsideOfBlock(par1, Block.blocksList[var6].getBlockTextureFromSide(2));
546                }
547            }
548    
549            if (this.mc.thePlayer.isInsideOfMaterial(Material.water))
550            {
551                var2 = this.mc.renderEngine.getTexture("/misc/water.png");
552                GL11.glBindTexture(GL11.GL_TEXTURE_2D, var2);
553                this.renderWarpedTextureOverlay(par1);
554            }
555    
556            GL11.glEnable(GL11.GL_ALPHA_TEST);
557        }
558    
559        /**
560         * Renders the texture of the block the player is inside as an overlay. Args: partialTickTime, blockTextureIndex
561         */
562        private void renderInsideOfBlock(float par1, int par2)
563        {
564            Tessellator var3 = Tessellator.instance;
565            this.mc.thePlayer.getBrightness(par1);
566            float var4 = 0.1F;
567            GL11.glColor4f(var4, var4, var4, 0.5F);
568            GL11.glPushMatrix();
569            float var5 = -1.0F;
570            float var6 = 1.0F;
571            float var7 = -1.0F;
572            float var8 = 1.0F;
573            float var9 = -0.5F;
574            float var10 = 0.0078125F;
575            float var11 = (float)(par2 % 16) / 256.0F - var10;
576            float var12 = ((float)(par2 % 16) + 15.99F) / 256.0F + var10;
577            float var13 = (float)(par2 / 16) / 256.0F - var10;
578            float var14 = ((float)(par2 / 16) + 15.99F) / 256.0F + var10;
579            var3.startDrawingQuads();
580            var3.addVertexWithUV((double)var5, (double)var7, (double)var9, (double)var12, (double)var14);
581            var3.addVertexWithUV((double)var6, (double)var7, (double)var9, (double)var11, (double)var14);
582            var3.addVertexWithUV((double)var6, (double)var8, (double)var9, (double)var11, (double)var13);
583            var3.addVertexWithUV((double)var5, (double)var8, (double)var9, (double)var12, (double)var13);
584            var3.draw();
585            GL11.glPopMatrix();
586            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
587        }
588    
589        /**
590         * Renders a texture that warps around based on the direction the player is looking. Texture needs to be bound
591         * before being called. Used for the water overlay. Args: parialTickTime
592         */
593        private void renderWarpedTextureOverlay(float par1)
594        {
595            Tessellator var2 = Tessellator.instance;
596            float var3 = this.mc.thePlayer.getBrightness(par1);
597            GL11.glColor4f(var3, var3, var3, 0.5F);
598            GL11.glEnable(GL11.GL_BLEND);
599            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
600            GL11.glPushMatrix();
601            float var4 = 4.0F;
602            float var5 = -1.0F;
603            float var6 = 1.0F;
604            float var7 = -1.0F;
605            float var8 = 1.0F;
606            float var9 = -0.5F;
607            float var10 = -this.mc.thePlayer.rotationYaw / 64.0F;
608            float var11 = this.mc.thePlayer.rotationPitch / 64.0F;
609            var2.startDrawingQuads();
610            var2.addVertexWithUV((double)var5, (double)var7, (double)var9, (double)(var4 + var10), (double)(var4 + var11));
611            var2.addVertexWithUV((double)var6, (double)var7, (double)var9, (double)(0.0F + var10), (double)(var4 + var11));
612            var2.addVertexWithUV((double)var6, (double)var8, (double)var9, (double)(0.0F + var10), (double)(0.0F + var11));
613            var2.addVertexWithUV((double)var5, (double)var8, (double)var9, (double)(var4 + var10), (double)(0.0F + var11));
614            var2.draw();
615            GL11.glPopMatrix();
616            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
617            GL11.glDisable(GL11.GL_BLEND);
618        }
619    
620        /**
621         * Renders the fire on the screen for first person mode. Arg: partialTickTime
622         */
623        private void renderFireInFirstPerson(float par1)
624        {
625            Tessellator var2 = Tessellator.instance;
626            GL11.glColor4f(1.0F, 1.0F, 1.0F, 0.9F);
627            GL11.glEnable(GL11.GL_BLEND);
628            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
629            float var3 = 1.0F;
630    
631            for (int var4 = 0; var4 < 2; ++var4)
632            {
633                GL11.glPushMatrix();
634                int var5 = Block.fire.blockIndexInTexture + var4 * 16;
635                int var6 = (var5 & 15) << 4;
636                int var7 = var5 & 240;
637                float var8 = (float)var6 / 256.0F;
638                float var9 = ((float)var6 + 15.99F) / 256.0F;
639                float var10 = (float)var7 / 256.0F;
640                float var11 = ((float)var7 + 15.99F) / 256.0F;
641                float var12 = (0.0F - var3) / 2.0F;
642                float var13 = var12 + var3;
643                float var14 = 0.0F - var3 / 2.0F;
644                float var15 = var14 + var3;
645                float var16 = -0.5F;
646                GL11.glTranslatef((float)(-(var4 * 2 - 1)) * 0.24F, -0.3F, 0.0F);
647                GL11.glRotatef((float)(var4 * 2 - 1) * 10.0F, 0.0F, 1.0F, 0.0F);
648                var2.startDrawingQuads();
649                var2.addVertexWithUV((double)var12, (double)var14, (double)var16, (double)var9, (double)var11);
650                var2.addVertexWithUV((double)var13, (double)var14, (double)var16, (double)var8, (double)var11);
651                var2.addVertexWithUV((double)var13, (double)var15, (double)var16, (double)var8, (double)var10);
652                var2.addVertexWithUV((double)var12, (double)var15, (double)var16, (double)var9, (double)var10);
653                var2.draw();
654                GL11.glPopMatrix();
655            }
656    
657            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
658            GL11.glDisable(GL11.GL_BLEND);
659        }
660    
661        public void updateEquippedItem()
662        {
663            this.prevEquippedProgress = this.equippedProgress;
664            EntityClientPlayerMP var1 = this.mc.thePlayer;
665            ItemStack var2 = var1.inventory.getCurrentItem();
666            boolean var3 = this.equippedItemSlot == var1.inventory.currentItem && var2 == this.itemToRender;
667    
668            if (this.itemToRender == null && var2 == null)
669            {
670                var3 = true;
671            }
672    
673            if (var2 != null && this.itemToRender != null && var2 != this.itemToRender && var2.itemID == this.itemToRender.itemID && var2.getItemDamage() == this.itemToRender.getItemDamage())
674            {
675                this.itemToRender = var2;
676                var3 = true;
677            }
678    
679            float var4 = 0.4F;
680            float var5 = var3 ? 1.0F : 0.0F;
681            float var6 = var5 - this.equippedProgress;
682    
683            if (var6 < -var4)
684            {
685                var6 = -var4;
686            }
687    
688            if (var6 > var4)
689            {
690                var6 = var4;
691            }
692    
693            this.equippedProgress += var6;
694    
695            if (this.equippedProgress < 0.1F)
696            {
697                this.itemToRender = var2;
698                this.equippedItemSlot = var1.inventory.currentItem;
699            }
700        }
701    
702        public void func_78444_b()
703        {
704            this.equippedProgress = 0.0F;
705        }
706    
707        public void func_78445_c()
708        {
709            this.equippedProgress = 0.0F;
710        }
711    }