2021-05-23 22:37:13 +02:00

109 lines
2.7 KiB
Java

package com.hbm.render.item.weapon;
import org.lwjgl.opengl.GL11;
import com.hbm.handler.BulletConfigSyncingUtil;
import com.hbm.items.ModItems;
import com.hbm.items.weapon.ItemGunBase;
import com.hbm.main.ResourceManager;
import net.minecraft.client.Minecraft;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
public class ItemRenderFireExt implements IItemRenderer {
public ItemRenderFireExt() { }
@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);
int magType = ItemGunBase.getMagType(item);
int config = ((ItemGunBase)ModItems.gun_fireext).mainConfig.config.get(magType);
Item ammo = BulletConfigSyncingUtil.pullConfig(config).ammo;
if(ammo == ModItems.ammo_fireext_foam)
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.fireext_foam_tex);
else if(ammo == ModItems.ammo_fireext_sand)
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.fireext_sand_tex);
else
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.fireext_tex);
switch(type) {
case EQUIPPED_FIRST_PERSON:
double s0 = 0.35D;
GL11.glRotated(25, 0, 0, 1);
GL11.glTranslated(0.5, -0.5, -0.5F);
GL11.glRotated(80, 0, 1, 0);
GL11.glScaled(s0, s0, s0);
break;
case EQUIPPED:
double scale = 0.5D;
GL11.glScaled(scale, scale, scale);
GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(-5, 0.0F, 1.0F, 1.0F);
GL11.glRotatef(10, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(15F, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(0.75F, -2.75F, 0.5F);
break;
case ENTITY:
double s1 = 0.3D;
GL11.glScaled(s1, s1, s1);
break;
case INVENTORY:
GL11.glEnable(GL11.GL_LIGHTING);
double s = 4.5D;
GL11.glTranslated(2, 14, 0);
GL11.glRotated(-90, 0, 1, 0);
GL11.glRotated(-135, 1, 0, 0);
GL11.glRotated(System.currentTimeMillis() / 10 % 360, 0, 1, 0);
GL11.glScaled(s, s, -s);
break;
default: break;
}
GL11.glShadeModel(GL11.GL_SMOOTH);
ResourceManager.fireext.renderAll();
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}