Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/render/item/weapon/ItemRenderWeaponSpas12.java

109 lines
2.4 KiB
Java

package com.hbm.render.item.weapon;
import org.lwjgl.opengl.GL11;
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 ItemRenderWeaponSpas12 implements IItemRenderer {
public ItemRenderWeaponSpas12() { }
@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_CULL_FACE);
GL11.glShadeModel(GL11.GL_SMOOTH);
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.spas_12_tex);
switch(type) {
case EQUIPPED_FIRST_PERSON:
double s0 = 0.5D;
GL11.glRotated(25, 0, 0, 1);
GL11.glTranslated(0, -0.8, 0.1);
GL11.glRotated(80, 0, 1, 0);
GL11.glScaled(s0, s0, s0);
HbmAnimations.applyRelevantTransformation("SPAS_RECOIL");
ResourceManager.spas_12.renderPart("MainBody");
HbmAnimations.applyRelevantTransformation("SPAS_PUMP");
ResourceManager.spas_12.renderPart("PumpGrip");
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, -2F);
ResourceManager.spas_12.renderAll();
break;
case ENTITY:
double s1 = 0.25D;
GL11.glScaled(s1, s1, s1);
GL11.glTranslated(0, 0, -4);
ResourceManager.spas_12.renderAll();
break;
case INVENTORY:
GL11.glEnable(GL11.GL_LIGHTING);
double s = 1.6D;
GL11.glTranslated(12, 13.5, 0);
GL11.glRotated(-90, 0, 1, 0);
GL11.glRotated(-135, 1, 0, 0);
GL11.glScaled(s, s, -s);
ResourceManager.spas_12.renderAll();
break;
default: break;
}
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}