Beispiel #1
0
        /// <summary>
        /// Renders the item's icon or block into the UI at the specified position.
        /// </summary>
        public virtual void RenderItemIntoGUI(FontRenderer par1FontRenderer, RenderEngineOld par2RenderEngine, ItemStack par3ItemStack, int par4, int par5)
        {
            if (par3ItemStack == null)
            {
                return;
            }

            DrawItemIntoGui(par1FontRenderer, par2RenderEngine, par3ItemStack.ItemID, par3ItemStack.GetItemDamage(), par3ItemStack.GetIconIndex(), par4, par5);

            if (par3ItemStack != null && par3ItemStack.HasEffect())
            {
                //GL.DepthFunc(DepthFunction.Greater);
                //GL.Disable(EnableCap.Lighting);
                //GL.DepthMask(false);
                par2RenderEngine.BindTexture(par2RenderEngine.GetTexture("%blur%/misc/glint.png"));
                ZLevel -= 50F;
                //GL.Enable(EnableCap.Blend);
                //GL.BlendFunc(BlendingFactorSrc.DstColor, BlendingFactorDest.DstColor);
                //GL.Color4(0.5F, 0.25F, 0.8F, 1.0F);
                Func_40266_a(par4 * 0x19b4ca14 + par5 * 0x1eafff1, par4 - 2, par5 - 2, 20, 20);
                //GL.Disable(EnableCap.Blend);
                //GL.DepthMask(true);
                ZLevel += 50F;
                //GL.Enable(EnableCap.Lighting);
                //GL.DepthFunc(DepthFunction.Lequal);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Renders the item stack for being in an entity's hand Args: itemStack
        /// </summary>
        public virtual void RenderItem(EntityLiving par1EntityLiving, ItemStack par2ItemStack, int par3)
        {
            //GL.PushMatrix();

            if (par2ItemStack.ItemID < 256 && RenderBlocks.RenderItemIn3d(Block.BlocksList[par2ItemStack.ItemID].GetRenderType()))
            {
                //GL.BindTexture(TextureTarget.Texture2D, Mc.RenderEngineOld.GetTexture("/terrain.png"));
                RenderBlocksInstance.RenderBlockAsItem(Block.BlocksList[par2ItemStack.ItemID], par2ItemStack.GetItemDamage(), 1.0F);
            }
            else
            {
                if (par2ItemStack.ItemID < 256)
                {
                    //GL.BindTexture(TextureTarget.Texture2D, Mc.RenderEngineOld.GetTexture("/terrain.png"));
                }
                else
                {
                    //GL.BindTexture(TextureTarget.Texture2D, Mc.RenderEngineOld.GetTexture("/gui/items.png"));
                }

                Tessellator tessellator = Tessellator.Instance;
                int         i           = par1EntityLiving.GetItemIcon(par2ItemStack, par3);
                float       f           = ((float)((i % 16) * 16) + 0.0F) / 256F;
                float       f1          = ((float)((i % 16) * 16) + 15.99F) / 256F;
                float       f2          = ((float)((i / 16) * 16) + 0.0F) / 256F;
                float       f3          = ((float)((i / 16) * 16) + 15.99F) / 256F;
                //	float f4 = 0.0F;
                //	float f5 = 0.3F;
                //GL.Enable(EnableCap.RescaleNormal);
                //GL.Translate(-f4, -f5, 0.0F);
                //	float f6 = 1.5F;
                //GL.Scale(f6, f6, f6);
                //GL.Rotate(50F, 0.0F, 1.0F, 0.0F);
                //GL.Rotate(335F, 0.0F, 0.0F, 1.0F);
                //GL.Translate(-0.9375F, -0.0625F, 0.0F);
                RenderItemIn2D(tessellator, f1, f2, f, f3);

                if (par2ItemStack != null && par2ItemStack.HasEffect() && par3 == 0)
                {
                    //GL.DepthFunc(DepthFunction.Equal);
                    //GL.Disable(EnableCap.Lighting);
                    Mc.RenderEngineOld.BindTexture(Mc.RenderEngineOld.GetTexture("%blur%/misc/glint.png"));
                    //GL.Enable(EnableCap.Blend);
                    //GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);
                    //	float f7 = 0.76F;
                    //GL.Color4(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
                    //GL.MatrixMode(MatrixMode.Texture);
                    //GL.PushMatrix();
                    //	float f8 = 0.125F;
                    //GL.Scale(f8, f8, f8);
                    float f9 = ((float)(JavaHelper.CurrentTimeMillis() % 3000L) / 3000F) * 8F;
                    //GL.Translate(f9, 0.0F, 0.0F);
                    //GL.Rotate(-50F, 0.0F, 0.0F, 1.0F);
                    RenderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F);
                    //GL.PopMatrix();
                    //GL.PushMatrix();
                    //GL.Scale(f8, f8, f8);
                    f9 = ((float)(JavaHelper.CurrentTimeMillis() % 4873L) / 4873F) * 8F;
                    //GL.Translate(-f9, 0.0F, 0.0F);
                    //GL.Rotate(10F, 0.0F, 0.0F, 1.0F);
                    RenderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F);
                    //GL.PopMatrix();
                    //GL.MatrixMode(MatrixMode.Modelview);
                    //GL.Disable(EnableCap.Blend);
                    //GL.Enable(EnableCap.Lighting);
                    //GL.DepthFunc(DepthFunction.Lequal);
                }

                //GL.Disable(EnableCap.RescaleNormal);
            }

            //GL.PopMatrix();
        }