Add ENH_3D_INVENTORY_TILES

Replaces the functionality of gui_blocks.png by actually 3D rendering inventory item tiles.
This commit is contained in:
Kleadron 2023-08-01 01:58:44 -07:00
parent c99b23f579
commit 6feff32c51
2 changed files with 40 additions and 1 deletions

View file

@ -28,6 +28,7 @@
#define ENH_USE_GUI_SCALE_2 // Use a 2x GUI scale instead of 3x. Looks better on PC
#define ENH_ALLOW_SCROLL_WHEEL // Allow use of the scroll wheel to change selected inventory slots
#define ENH_DISABLE_TURN_ACCEL // Disable the turn acceleration mechanism. It should only be used on Xperia Play
#define ENH_3D_INVENTORY_TILES // Uses 3D rendered inventory tiles, use with ENH_SHADE_HELD_TILES to render correctly.
// Mods
//#define MOD_USE_FLAT_WORLD // Use a flat world instead of the regular world generation

View file

@ -84,6 +84,7 @@ void ItemRenderer::render(Entity* pEntity, float x, float y, float z, float a, f
# define PARM_HACK
#endif
tileRenderer->renderTile(Tile::tiles[itemID], pItemInstance->m_auxValue PARM_HACK);
#undef PARM_HACK
glPopMatrix();
}
}
@ -177,13 +178,23 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures, ItemInstance* i
bool bCanRenderAsIs = false;
if (COND_PRE (TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()) || g_ItemFrames[itemID] != 0))
#ifdef ENH_3D_INVENTORY_TILES
// We don't need to care about g_ItemFrames at all since blocks will get 3D rendered and 2D props will use the terrain.png as the texture.
if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape())))
{
bCanRenderAsIs = true;
}
#else
if (COND_PRE(TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()) || g_ItemFrames[itemID] != 0))
{
bCanRenderAsIs = true;
}
#endif
if (itemID < C_MAX_TILES && bCanRenderAsIs)
{
#ifndef ENH_3D_INVENTORY_TILES
textures->loadAndBindTexture(C_BLOCKS_NAME);
float texU = float(g_ItemFrames[instance->m_itemID] % 10) * 48.0f;
@ -197,6 +208,33 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures, ItemInstance* i
t.vertexUV(float(x + 16), float(y + 0), 0.0f, (texU + 48.0f) / 512.0f, texV / 512.0f);
t.vertexUV(float(x + 0), float(y + 0), 0.0f, texU / 512.0f, texV / 512.0f);
t.draw();
#else
textures->loadAndBindTexture(C_TERRAIN_NAME);
//glDisable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
glPushMatrix();
// scale, rotate, and translate the tile onto the correct screen coordinate
glTranslatef((GLfloat)x + 8, (GLfloat)y + 8, -8);
glScalef(10, 10, 10);
glRotatef(210.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
#ifdef ENH_SHADE_HELD_TILES
# define PARM_HACK , 1
#else
# define PARM_HACK
#endif
tileRenderer->renderTile(Tile::tiles[itemID], instance->m_auxValue PARM_HACK);
#undef PARM_HACK
glPopMatrix();
//glDisable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
#endif
}
else if (instance->getIcon() >= 0)
{