forked from Kolyah35/minecraft-pe-0.6.1
Extremely Big Update - fileshredder
(MAJOR)Added Java Beta/Normal Shading, toggleble in settings Fixed and restored the unused Item Switching Animation, toggleble in tweaks too Added Dynamic Texture for Lava Added option to use Block Outline Selection which was unused normally Added Split Touch Controls into Options Mobs will now drop cooked variants of their meat if they died by fire Fixed Untranslated Strings in Settings (MAJOR) Ravines and Lava/Water pools have been fixed and renabled Tweaked BasicTree to hopefully speed up generation a bit, might disable them temporarily if they keep being slow You can now grow Fancy Oak Trees using saplings.
This commit is contained in:
@@ -21,11 +21,12 @@
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#include "../../world/item/BowItem.h"
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#include "../../world/level/tile/LeafTile.h"
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#include "entity/HumanoidMobRenderer.h"
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#include "Lighting.h"
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//static StopwatchHandler handler;
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ItemInHandRenderer::ItemInHandRenderer( Minecraft* mc )
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: mc(mc),
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: mc(mc),
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lastSlot(-1),
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height(0),
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oHeight(0),
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@@ -49,21 +50,47 @@ ItemInHandRenderer::ItemInHandRenderer( Minecraft* mc )
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void ItemInHandRenderer::tick()
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{
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oHeight = height;
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item.id = 0;
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//item.id = 0;
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ItemInstance* itemInHand = mc->player->inventory->getSelected();
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if (itemInHand && itemInHand->count > 0) {
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item.id = itemInHand->id;
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item.setAuxValue(itemInHand->getAuxValue());
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bool sameItem = (itemInHand && item.id == itemInHand->id && item.getAuxValue() == itemInHand->getAuxValue());
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if (mc->options.getBooleanValue(OPTIONS_RESTORED_ANIMS)) // if enabled, restores and fixes item switching animation
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{
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if (!itemInHand && item.id == 0) sameItem = true;
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float max = 0.4f;
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float tHeight = sameItem ? 1 : 0;
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float dd = tHeight - height;
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if (dd < -max) dd = -max;
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if (dd > max) dd = max;
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height += dd;
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if (height < 0.1){
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if (itemInHand && itemInHand->count > 0) {
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item.id = itemInHand->id;
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item.setAuxValue(itemInHand->getAuxValue());
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} else {
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item.id = 0;
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}
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}
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} else // otherwise use vanilla broken behaviour where it instantly switches items/blocks
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{
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if (itemInHand && itemInHand->count > 0) {
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item.id = itemInHand->id;
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item.setAuxValue(itemInHand->getAuxValue());
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}
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float max = 0.4f;
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float tHeight = 1;//matches ? 1 : 0;
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float dd = tHeight - height;
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if (dd < -max) dd = -max;
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if (dd > max) dd = max;
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height += dd;
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}
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float max = 0.4f;
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float tHeight = 1;//matches ? 1 : 0;
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float dd = tHeight - height;
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if (dd < -max) dd = -max;
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if (dd > max) dd = max;
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height += dd;
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}
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void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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@@ -92,7 +119,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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if(mob != NULL) {
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itemIcon = mob->getItemInHandIcon(item, 0);
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}
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bool reTesselate(false);
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if(itemIcon != lastIconRendered && lastItemRendered == itemId)
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reTesselate = true;
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@@ -139,9 +166,9 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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float v1 = (vp * 16 + 15.99f) / 256.0f;
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float r = 1.0f;
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// float xo = 0.0f;
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// float yo = 0.3f;
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/*
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// float xo = 0.0f;
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// float yo = 0.3f;
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/*
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//glEnable2(GL_RESCALE_NORMAL);
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glTranslatef2(-xo, -yo, 0);
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float s = 1.5f;
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@@ -150,19 +177,28 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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glRotatef2(50, 0, 1, 0);
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glRotatef2(45 + 290, 0, 0, 1);
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glTranslatef2(-15 / 16.0f, -1 / 16.0f, 0);
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*/
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*/
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float dd = 1 / 16.0f;
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float col = 1.0f;
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float br = mc->player->getBrightness(0);
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t.color(col*br,col*br,col*br,1.0f);
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t.normal(0.0f, 0.0f, 1.0f);
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t.vertexUV(0, 0, 0, u0, v1);
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t.vertexUV(r, 0, 0, u1, v1);
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t.vertexUV(r, 1, 0, u1, v0);
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t.vertexUV(0, 1, 0, u0, v0);
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t.normal(0.0f, 0.0f, -1.0f);
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t.vertexUV(0, 1, 0 - dd, u0, v0);
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t.vertexUV(r, 1, 0 - dd, u1, v0);
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t.vertexUV(r, 0, 0 - dd, u1, v1);
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t.vertexUV(0, 0, 0 - dd, u0, v1);
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col = 0.8f;
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t.color(col*br,col*br,col*br,1.0f);
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t.normal(-1.0f, 0.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float uu = u0 + (u1 - u0) * p - 0.5f / 256.0f;
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@@ -172,6 +208,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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t.vertexUV(xx, 1, 0, uu, v0);
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t.vertexUV(xx, 1, 0 - dd, uu, v0);
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}
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t.normal(1.0f, 0.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float uu = u0 + (u1 - u0) * p - 0.5f / 256.0f;
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@@ -181,6 +218,10 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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t.vertexUV(xx, 0, 0, uu, v1);
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t.vertexUV(xx, 0, 0 - dd, uu, v1);
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}
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col = 0.6f;
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t.color(col*br,col*br,col*br,1.0f);
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t.normal(0.0f, 1.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float vv = v1 + (v0 - v1) * p - 0.5f / 256.0f;
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@@ -190,6 +231,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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t.vertexUV(r, yy, 0 - dd, u1, vv);
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t.vertexUV(0, yy, 0 - dd, u0, vv);
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}
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t.normal(0.0f, -1.0f, 0.0f);
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for (int i = 0; i < 16; i++) {
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float p = i / 16.0f;
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float vv = v1 + (v0 - v1) * p - 0.5f / 256.0f;
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@@ -219,7 +261,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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}
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mc->textures->loadAndBindTexture(renderObject.texture);
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drawArrayVT_NoState(renderObject.chunk.vboId, renderObject.chunk.vertexCount);
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drawArrayVTN_NoState(renderObject.chunk.vboId, renderObject.chunk.vertexCount);
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if (renderObject.isFlat)
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glPopMatrix2();
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}
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@@ -227,6 +269,7 @@ void ItemInHandRenderer::renderItem(Mob* mob, ItemInstance* item )
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//handler.printEvery(100);
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}
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void ItemInHandRenderer::render( float a )
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{
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//return;
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@@ -241,6 +284,8 @@ void ItemInHandRenderer::render( float a )
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glPushMatrix2();
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glRotatef2(player->xRotO + (player->xRot - player->xRotO) * a, 1, 0, 0);
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glRotatef2(player->yRotO + (player->yRot - player->yRotO) * a, 0, 1, 0);
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glEnable(GL_RESCALE_NORMAL);
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Lighting::turnOn(mc);
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glPopMatrix2();
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float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
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@@ -356,7 +401,7 @@ void ItemInHandRenderer::render( float a )
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mc->textures->loadAndBindTexture(player->getTexture());
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glTranslatef2(-1.0f, +3.6f, +3.5f);
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glRotatef2(120, 0, 0, 1);
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glRotatef2(120, 0, 0, 1);
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glRotatef2(180 + 20, 1, 0, 0);
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glRotatef2(-90 - 45, 0, 1, 0);
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glScalef2(1.5f / 24.0f * 16, 1.5f / 24.0f * 16, 1.5f / 24.0f * 16);
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@@ -369,8 +414,8 @@ void ItemInHandRenderer::render( float a )
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playerRenderer->renderHand();
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glPopMatrix2();
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}
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//glDisable2(GL_RESCALE_NORMAL);
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//Lighting.turnOff();
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glDisable2(GL_RESCALE_NORMAL);
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Lighting::turnOff();
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//w.stop();
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}
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