117 lines
2.8 KiB
Java

package com.hbm.render.item.weapon;
import org.lwjgl.opengl.GL11;
import com.hbm.items.weapon.ItemGunGauss;
import com.hbm.main.ResourceManager;
import com.hbm.render.anim.HbmAnimations;
import net.minecraft.client.Minecraft;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
public class ItemRenderWeaponTau 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);
GL11.glShadeModel(GL11.GL_SMOOTH);
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.tau_tex);
switch(type) {
case EQUIPPED_FIRST_PERSON:
double s0 = 0.35D;
GL11.glRotated(25, 0, 0, 1);
GL11.glTranslated(1.5, 0, 0.1);
GL11.glRotated(80, 0, 1, 0);
GL11.glScaled(s0, s0, s0);
double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
GL11.glTranslated(0, 0, recoil[0] * -1);
GL11.glTranslated(0, 0, -3);
GL11.glRotated(recoil[0] * -5, 1, 0, 0);
GL11.glTranslated(0, 0, 3);
ResourceManager.tau.renderPart("Body");
if(ItemGunGauss.getCharge(item) > 0) {
GL11.glTranslated(0, -0.2, 0);
GL11.glRotated(System.currentTimeMillis() % 360D, 0, 0, 1);
GL11.glTranslated(0, 0.2, 0);
}
ResourceManager.tau.renderPart("Rotor");
break;
case EQUIPPED:
double scale = 0.25D;
GL11.glScaled(scale, scale, scale);
GL11.glRotatef(20F, 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(2F, 1F, 3F);
ResourceManager.tau.renderAll();
break;
case ENTITY:
double s1 = 0.25D;
GL11.glScaled(s1, s1, s1);
GL11.glTranslated(0, 1, 0);
ResourceManager.tau.renderAll();
break;
case INVENTORY:
GL11.glEnable(GL11.GL_LIGHTING);
double s = 1.6D;
GL11.glTranslated(8, 7, 0);
GL11.glRotated(-90, 0, 1, 0);
GL11.glRotated(-135, 1, 0, 0);
GL11.glScaled(s, s, -s);
ResourceManager.tau.renderAll();
break;
default: break;
}
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glPopMatrix();
}
}