mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
186 lines
5.6 KiB
Java
186 lines
5.6 KiB
Java
package com.hbm.render.item.weapon;
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import org.lwjgl.opengl.GL11;
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import com.hbm.items.weapon.ItemGunBio;
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import com.hbm.main.ResourceManager;
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import com.hbm.render.anim.HbmAnimations;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.client.IItemRenderer;
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public class ItemRenderBioRevolver implements IItemRenderer {
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@Override
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public boolean handleRenderType(ItemStack item, ItemRenderType type) {
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switch(type) {
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case EQUIPPED:
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case EQUIPPED_FIRST_PERSON:
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case ENTITY:
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case INVENTORY:
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return true;
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default: return false;
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}
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}
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@Override
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public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) {
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return type == ItemRenderType.ENTITY && (helper == ItemRendererHelper.ENTITY_ROTATION || helper == ItemRendererHelper.ENTITY_BOBBING);
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}
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@Override
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public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
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GL11.glPushMatrix();
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GL11.glDisable(GL11.GL_CULL_FACE);
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Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.bio_revolver_tex);
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switch(type) {
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case EQUIPPED_FIRST_PERSON:
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double s0 = 0.1D;
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GL11.glRotated(25, 0, 0, 1);
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GL11.glTranslated(1.0, 0.25, -0.25);
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GL11.glRotated(80, 0, 1, 0);
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GL11.glScaled(s0, s0, s0);
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double width = 0.5D;
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GL11.glPushMatrix();
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GL11.glTranslated(0.0, 1.75, 10.0);
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double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
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GL11.glTranslated(0, -recoil[2] * 1.5, recoil[2]);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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if(ItemGunBio.smokeNodes.size() > 1) {
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Tessellator tess = Tessellator.instance;
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tess.startDrawingQuads();
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tess.setNormal(0F, 1F, 0F);
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for(int i = 0; i < ItemGunBio.smokeNodes.size() - 1; i++) {
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double[] node = ItemGunBio.smokeNodes.get(i);
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double[] past = ItemGunBio.smokeNodes.get(i + 1);
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tess.setColorRGBA_F(1F, 1F, 1F, (float) node[3]);
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tess.addVertex(node[0], node[1], node[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, 0F);
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tess.addVertex(node[0] + width, node[1], node[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, 0F);
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tess.addVertex(past[0] + width, past[1], past[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, (float) past[3]);
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tess.addVertex(past[0], past[1], past[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, (float) node[3]);
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tess.addVertex(node[0], node[1], node[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, 0F);
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tess.addVertex(node[0] - width, node[1], node[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, 0F);
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tess.addVertex(past[0] - width, past[1], past[2]);
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tess.setColorRGBA_F(1F, 1F, 1F, (float) past[3]);
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tess.addVertex(past[0], past[1], past[2]);
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}
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GL11.glAlphaFunc(GL11.GL_GREATER, 0F);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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tess.draw();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glAlphaFunc(GL11.GL_GEQUAL, 0.1F);
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}
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GL11.glPopMatrix();
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GL11.glTranslated(recoil[0], recoil[1], recoil[2]);
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GL11.glRotated(recoil[2] * 10, 1, 0, 0);
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double[] reloadMove = HbmAnimations.getRelevantTransformation("RELOAD_MOVE");
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GL11.glTranslated(reloadMove[0], reloadMove[1], reloadMove[2]);
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double[] reloadRot = HbmAnimations.getRelevantTransformation("RELOAD_ROT");
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GL11.glRotated(reloadRot[0], 1, 0, 0);
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GL11.glRotated(reloadRot[2], 0, 0, 1);
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GL11.glRotated(reloadRot[1], 0, 1, 0);
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ResourceManager.bio_revolver.renderPart("Grip");
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GL11.glPushMatrix(); /// FRONT PUSH ///
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GL11.glRotated(HbmAnimations.getRelevantTransformation("FRONT")[2], 1, 0, 0);
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ResourceManager.bio_revolver.renderPart("Barrel");
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GL11.glPushMatrix(); /// LATCH PUSH ///
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GL11.glTranslated(0, 2.3125, -0.875);
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GL11.glRotated(HbmAnimations.getRelevantTransformation("LATCH")[2], 1, 0, 0);
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GL11.glTranslated(0, -2.3125, 0.875);
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ResourceManager.bio_revolver.renderPart("Latch");
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GL11.glPopMatrix(); /// LATCH POP ///
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GL11.glPushMatrix(); /// DRUM PUSH ///
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GL11.glTranslated(0, 1, 0);
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GL11.glRotated(HbmAnimations.getRelevantTransformation("DRUM")[2] * 60, 0, 0, 1);
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GL11.glTranslated(0, -1, 0);
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GL11.glTranslated(0, 0, HbmAnimations.getRelevantTransformation("DRUM_PUSH")[2]);
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ResourceManager.bio_revolver.renderPart("Drum");
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GL11.glPopMatrix(); /// DRUM POP ///
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GL11.glPopMatrix(); /// FRONT POP ///
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GL11.glPushMatrix(); /// HAMMER ///
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GL11.glTranslated(0, 0, -4.5);
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GL11.glRotated(-45 + 45 * HbmAnimations.getRelevantTransformation("HAMMER")[2], 1, 0, 0);
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GL11.glTranslated(0, 0, 4.5);
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ResourceManager.bio_revolver.renderPart("Hammer");
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GL11.glPopMatrix();
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GL11.glShadeModel(GL11.GL_FLAT);
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break;
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case EQUIPPED:
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double scale = 0.1D;
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GL11.glScaled(scale, scale, scale);
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GL11.glRotatef(15F, 0.0F, 0.0F, 1.0F);
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GL11.glRotatef(10, 0.0F, 1.0F, 0.0F);
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GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F);
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GL11.glTranslatef(4F, 1F, 4F);
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break;
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case ENTITY:
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double s1 = 0.075D;
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GL11.glScaled(s1, s1, s1);
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GL11.glRotatef(90, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(0F, 1F, 0F);
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break;
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case INVENTORY:
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GL11.glEnable(GL11.GL_LIGHTING);
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double s = 0.8D;
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GL11.glTranslated(8, 7, 0);
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GL11.glRotated(-90, 0, 1, 0);
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GL11.glRotated(-135, 1, 0, 0);
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GL11.glScaled(s, s, -s);
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break;
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default: break;
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}
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if(type != ItemRenderType.EQUIPPED_FIRST_PERSON) {
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GL11.glShadeModel(GL11.GL_SMOOTH);
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ResourceManager.bio_revolver.renderAll();
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GL11.glShadeModel(GL11.GL_FLAT);
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}
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GL11.glPopMatrix();
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}
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}
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