Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/render/item/weapon/ItemRenderBioRevolver.java
2022-07-06 23:32:32 +02:00

186 lines
5.6 KiB
Java

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();
}
}