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

109 lines
2.5 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 ItemRenderWeaponRemington 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.glEnable(GL11.GL_CULL_FACE);
GL11.glShadeModel(GL11.GL_SMOOTH);
Minecraft.getMinecraft().renderEngine.bindTexture(ResourceManager.remington_tex);
switch(type) {
case EQUIPPED_FIRST_PERSON:
double[] recoilT = HbmAnimations.getRelevantTransformation("RECOIL_TRANSLATE");
double[] pump = HbmAnimations.getRelevantTransformation("PUMP");
double s0 = 0.35D;
GL11.glRotated(25, 0, 0, 1);
GL11.glRotated(-10, 0, 1, 0);
GL11.glTranslated(1.25, -1.25, -0.25);
GL11.glScaled(s0, s0, s0);
GL11.glTranslated(recoilT[2], 0, 0);
ResourceManager.remington.renderPart("Gun");
GL11.glTranslated(pump[2] * 0.5, 0, 0);
ResourceManager.remington.renderPart("Pump");
break;
case EQUIPPED:
double scale = 0.25D;
GL11.glScaled(scale, scale, scale);
GL11.glRotatef(20F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(-80, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-15F, 0.0F, 0.0F, 1.0F);
GL11.glTranslatef(2.5F, -3.5F, -2F);
ResourceManager.remington.renderAll();
break;
case ENTITY:
double s1 = 0.25D;
GL11.glScaled(s1, s1, s1);
GL11.glTranslated(0, -3, 0);
ResourceManager.remington.renderAll();
break;
case INVENTORY:
GL11.glEnable(GL11.GL_LIGHTING);
double s = 1.25D;
GL11.glTranslated(4, 11, 0);
GL11.glRotated(-135, 0, 0, 1);
GL11.glScaled(s, s, -s);
ResourceManager.remington.renderAll();
break;
default: break;
}
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}