Add an ItemStack sensitive version of getIconForRenderPass, defers to

existing by default. Should allow NBT data to affect multipass icon rendering.
This commit is contained in:
Christian 2012-11-13 16:01:57 -05:00
parent 2fb5ea1008
commit 5f2d1d1fc0
3 changed files with 59 additions and 31 deletions

View File

@ -299,6 +299,15 @@
switch (var2)
{
@@ -1774,7 +1874,7 @@
{
if (par1ItemStack.getItem().requiresMultipleRenderPasses())
{
- return par1ItemStack.getItem().getIconFromDamageForRenderPass(par1ItemStack.getItemDamage(), par2);
+ return par1ItemStack.getItem().getIconFromItemStackForMultiplePasses(par1ItemStack, par2);
}
if (this.itemInUse != null && par1ItemStack.itemID == Item.bow.shiftedIndex)
@@ -1796,6 +1896,7 @@
return 101;
}

View File

@ -37,7 +37,7 @@
Vec3 var23 = var13.addVector((double)var18 * var21, (double)var17 * var21, (double)var20 * var21);
return par1World.rayTraceBlocks_do_do(var13, var23, par3, !par3);
}
@@ -678,4 +690,266 @@
@@ -678,4 +690,279 @@
{
StatList.initStats();
}
@ -302,5 +302,18 @@
+ public float getSmeltingExperience(ItemStack item)
+ {
+ return -1; //-1 will default to the old lookups.
+ }
+
+ /**
+ * Return the correct icon for rendering based on the supplied ItemStack and render pass.
+ *
+ * Defers to {@link #getIconFromDamageForRenderPass(int, int)}
+ * @param stack to render for
+ * @param pass the multi-render pass
+ * @return the icon index
+ */
+ public int getIconFromItemStackForMultiplePasses(ItemStack stack, int pass)
+ {
+ return getIconFromDamageForRenderPass(stack.getItemDamage(), pass);
+ }
}

View File

@ -49,7 +49,7 @@
GL11.glPopMatrix();
}
}
@@ -121,10 +126,11 @@
@@ -121,11 +126,12 @@
GL11.glScalef(0.5F, 0.5F, 0.5F);
}
@ -57,14 +57,16 @@
-
- for (var15 = 0; var15 <= 1; ++var15)
- {
- var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15);
+ this.loadTexture(Item.itemsList[var10.itemID].getTextureFile());
+
+ for (var15 = 0; var15 < var10.getItem().getRenderPasses(var10.getItemDamage()); ++var15)
+ {
+ this.random.setSeed(187L); //Fixes Vanilla bug where layers would not render aligns properly.
var16 = var10.getItem().getIconFromDamageForRenderPass(var10.getItemDamage(), var15);
+ var16 = var10.getItem().getIconFromItemStackForMultiplePasses(var10, var15);
var17 = 1.0F;
if (this.field_77024_a)
@@ -155,14 +161,7 @@
var15 = var10.getIconIndex();
@ -95,19 +97,23 @@
GL11.glPushMatrix();
GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel);
GL11.glScalef(10.0F, 10.0F, 10.0F);
@@ -265,9 +264,9 @@
@@ -265,11 +264,11 @@
if (Item.itemsList[var6].requiresMultipleRenderPasses())
{
GL11.glDisable(GL11.GL_LIGHTING);
- par2RenderEngine.bindTexture(par2RenderEngine.getTexture("/gui/items.png"));
-
- for (var9 = 0; var9 <= 1; ++var9)
- {
- var10 = Item.itemsList[var6].getIconFromDamageForRenderPass(var7, var9);
+ par2RenderEngine.bindTexture(par2RenderEngine.getTexture(Item.itemsList[var6].getTextureFile()));
+
+ for (var9 = 0; var9 < Item.itemsList[var6].getRenderPasses(var7); ++var9)
{
var10 = Item.itemsList[var6].getIconFromDamageForRenderPass(var7, var9);
+ {
+ var10 = Item.itemsList[var6].getIconFromItemStackForMultiplePasses(par3ItemStack, var9);
int var11 = Item.itemsList[var6].getColorFromItemStack(par3ItemStack, var9);
var12 = (float)(var11 >> 16 & 255) / 255.0F;
var13 = (float)(var11 >> 8 & 255) / 255.0F;
@@ -289,14 +288,7 @@
{
GL11.glDisable(GL11.GL_LIGHTING);