package com.hbm.render.item.weapon; import org.lwjgl.opengl.GL11; import com.hbm.handler.BulletConfiguration; import com.hbm.items.weapon.ItemEnergyGunBase; import com.hbm.main.ResourceManager; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.item.ItemStack; import net.minecraftforge.client.IItemRenderer; public class ItemRenderWeaponGlass implements IItemRenderer { public ItemRenderWeaponGlass() { } @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.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_CULL_FACE); switch(type) { case EQUIPPED_FIRST_PERSON: double s0 = 0.5D; GL11.glRotated(25, 0, 0, 1); GL11.glTranslated(2.25, 0.0, 0.125); GL11.glRotatef(-10, 0, 1, 0); GL11.glScaled(s0, s0, s0); break; case EQUIPPED: double scale = 0.25D; GL11.glScaled(-scale, scale, scale); GL11.glRotatef(20F, -3.0F, -0.75F, -1.0F); GL11.glRotatef(-170, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-30F, 2.0F, -1F, -5.0F); GL11.glTranslatef(5F, -0.35F, 0.25F); break; case ENTITY: double s1 = 0.5D; GL11.glScaled(s1, s1, s1); break; case INVENTORY: double s = 1.65D; GL11.glTranslatef(8F, 8F, 0F); GL11.glRotated(90, 0, 0, 1); GL11.glRotated(135, 0, 0, 1); GL11.glScaled(s, s, s); break; default: break; } GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glAlphaFunc(GL11.GL_GREATER, 0); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glColor4f(0.9F, 1.0F, 1.0F, 0.5F); GL11.glDepthMask(false); ResourceManager.glass_cannon.renderPart("Gun"); GL11.glDepthMask(true); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.glass_cannon_panel_tex); ResourceManager.glass_cannon.renderPart("Panel"); GL11.glPushAttrib(GL11.GL_LIGHTING_BIT); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); int color = 0xFFFFFF; double freq = 1; if(item.getItem() instanceof ItemEnergyGunBase) { BulletConfiguration config = ((ItemEnergyGunBase)item.getItem()).getConfig(item); String name = config.modeName; switch(name) { case "weapon.elecGun.glass_cannon.radio": color = 0xaa2200; freq = 0.5; break; case "weapon.elecGun.glass_cannon.micro": color = 0xdc221f; freq = 1; break; case "weapon.elecGun.glass_cannon.ir": color = 0xfc3d3a; freq = 1.5; break; case "weapon.elecGun.glass_cannon.visible": color = 0x8fe325; freq = 2; break; case "weapon.elecGun.glass_cannon.uv": color = 0x37d5f3; freq = 2.5; break; case "weapon.elecGun.glass_cannon.xray": color = 0x2542fd; freq = 3; break; case "weapon.elecGun.glass_cannon.gamma": color = 0xdc20f3; freq = 3.5; break; } } float px = 0.0625F; GL11.glTranslatef(-2F, px * 18, -px * 14); GL11.glRotatef(90, 0, 1, 0); GL11.glTranslatef(-0.7F, -0.86F, -0.33F); Tessellator tess = Tessellator.instance; tess.startDrawing(GL11.GL_QUADS); int sub = 32; double width = px * 21.25; double len = width / sub; double time = System.currentTimeMillis() / -100D; double amplitude = 0.075; tess.setColorOpaque_I(color); for(int i = 0; i < sub; i++) { double h0 = Math.sin(freq * i * 0.5 + time) * amplitude; double h1 = Math.sin(freq * (i + 1) * 0.5 + time) * amplitude; tess.addVertex(0, -px * 0.25 + h1, len * (i + 1)); tess.addVertex(0, px * 0.25 + h1, len * (i + 1)); tess.addVertex(0, px * 0.25 + h0, len * i); tess.addVertex(0, -px * 0.25 + h0, len * i); } tess.setColorOpaque_F(1F, 1F, 1F); tess.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopAttrib(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } }