package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.items.weapon.ItemGunBio; import com.hbm.main.ResourceManager; import com.hbm.render.anim.HbmAnimations; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.Tessellator; import net.minecraft.item.ItemStack; import net.minecraftforge.client.IItemRenderer; public class ItemRenderBioRevolver implements IItemRenderer { @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { switch(type) { case EQUIPPED: case EQUIPPED_FIRST_PERSON: case ENTITY: case INVENTORY: return true; default: return false; } } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_ROTATION || helper == ItemRendererHelper.ENTITY_BOBBING); } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { GL11.glPushMatrix(); GL11.glDisable(GL11.GL_CULL_FACE); Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.bio_revolver_tex); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.1D; GL11.glRotated(25, 0, 0, 1); GL11.glTranslated(1.0, 0.25, -0.25); GL11.glRotated(80, 0, 1, 0); GL11.glScaled(s0, s0, s0); double width = 0.5D; GL11.glPushMatrix(); GL11.glTranslated(0.0, 1.75, 10.0); double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL"); GL11.glTranslated(0, -recoil[2] * 1.5, recoil[2]); GL11.glShadeModel(GL11.GL_SMOOTH); if(ItemGunBio.smokeNodes.size() > 1) { Tessellator tess = Tessellator.instance; tess.startDrawingQuads(); tess.setNormal(0F, 1F, 0F); for(int i = 0; i < ItemGunBio.smokeNodes.size() - 1; i++) { double[] node = ItemGunBio.smokeNodes.get(i); double[] past = ItemGunBio.smokeNodes.get(i + 1); tess.setColorRGBA_F(1F, 1F, 1F, (float) node[3]); tess.addVertex(node[0], node[1], node[2]); tess.setColorRGBA_F(1F, 1F, 1F, 0F); tess.addVertex(node[0] + width, node[1], node[2]); tess.setColorRGBA_F(1F, 1F, 1F, 0F); tess.addVertex(past[0] + width, past[1], past[2]); tess.setColorRGBA_F(1F, 1F, 1F, (float) past[3]); tess.addVertex(past[0], past[1], past[2]); tess.setColorRGBA_F(1F, 1F, 1F, (float) node[3]); tess.addVertex(node[0], node[1], node[2]); tess.setColorRGBA_F(1F, 1F, 1F, 0F); tess.addVertex(node[0] - width, node[1], node[2]); tess.setColorRGBA_F(1F, 1F, 1F, 0F); tess.addVertex(past[0] - width, past[1], past[2]); tess.setColorRGBA_F(1F, 1F, 1F, (float) past[3]); tess.addVertex(past[0], past[1], past[2]); } GL11.glAlphaFunc(GL11.GL_GREATER, 0F); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_TEXTURE_2D); tess.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1F); } GL11.glPopMatrix(); GL11.glTranslated(recoil[0], recoil[1], recoil[2]); GL11.glRotated(recoil[2] * 10, 1, 0, 0); double[] reloadMove = HbmAnimations.getRelevantTransformation("RELOAD_MOVE"); GL11.glTranslated(reloadMove[0], reloadMove[1], reloadMove[2]); double[] reloadRot = HbmAnimations.getRelevantTransformation("RELOAD_ROT"); GL11.glRotated(reloadRot[0], 1, 0, 0); GL11.glRotated(reloadRot[2], 0, 0, 1); GL11.glRotated(reloadRot[1], 0, 1, 0); ResourceManager.bio_revolver.renderPart("Grip"); GL11.glPushMatrix(); /// FRONT PUSH /// GL11.glRotated(HbmAnimations.getRelevantTransformation("FRONT")[2], 1, 0, 0); ResourceManager.bio_revolver.renderPart("Barrel"); GL11.glPushMatrix(); /// LATCH PUSH /// GL11.glTranslated(0, 2.3125, -0.875); GL11.glRotated(HbmAnimations.getRelevantTransformation("LATCH")[2], 1, 0, 0); GL11.glTranslated(0, -2.3125, 0.875); ResourceManager.bio_revolver.renderPart("Latch"); GL11.glPopMatrix(); /// LATCH POP /// GL11.glPushMatrix(); /// DRUM PUSH /// GL11.glTranslated(0, 1, 0); GL11.glRotated(HbmAnimations.getRelevantTransformation("DRUM")[2] * 60, 0, 0, 1); GL11.glTranslated(0, -1, 0); GL11.glTranslated(0, 0, HbmAnimations.getRelevantTransformation("DRUM_PUSH")[2]); ResourceManager.bio_revolver.renderPart("Drum"); GL11.glPopMatrix(); /// DRUM POP /// GL11.glPopMatrix(); /// FRONT POP /// GL11.glPushMatrix(); /// HAMMER /// GL11.glTranslated(0, 0, -4.5); GL11.glRotated(-45 + 45 * HbmAnimations.getRelevantTransformation("HAMMER")[2], 1, 0, 0); GL11.glTranslated(0, 0, 4.5); ResourceManager.bio_revolver.renderPart("Hammer"); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); break; case EQUIPPED: double scale = 0.1D; GL11.glScaled(scale, scale, scale); GL11.glRotatef(15F, 0.0F, 0.0F, 1.0F); GL11.glRotatef(10, 0.0F, 1.0F, 0.0F); GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F); GL11.glTranslatef(4F, 1F, 4F); break; case ENTITY: double s1 = 0.075D; GL11.glScaled(s1, s1, s1); GL11.glRotatef(90, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(0F, 1F, 0F); break; case INVENTORY: GL11.glEnable(GL11.GL_LIGHTING); double s = 0.8D; GL11.glTranslated(8, 7, 0); GL11.glRotated(-90, 0, 1, 0); GL11.glRotated(-135, 1, 0, 0); GL11.glScaled(s, s, -s); break; default: break; } if(type != ItemRenderType.EQUIPPED_FIRST_PERSON) { GL11.glShadeModel(GL11.GL_SMOOTH); ResourceManager.bio_revolver.renderAll(); GL11.glShadeModel(GL11.GL_FLAT); } GL11.glPopMatrix(); } }