Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/render/item/weapon/ItemRenderWeaponFFMG42.java
2021-12-18 23:14:21 +01:00

113 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 ItemRenderWeaponFFMG42 implements IItemRenderer {
public ItemRenderWeaponFFMG42() { }
@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.mg42_tex);
boolean renderMag = true;
switch(type) {
case EQUIPPED_FIRST_PERSON:
double s0 = 0.65D;
GL11.glRotated(170, 0, 1, 0);
GL11.glRotated(-25, 0, 0, 1);
GL11.glTranslated(-0.125, 0, 0);
GL11.glScaled(s0, s0, s0);
double[] recoil = HbmAnimations.getRelevantTransformation("RECOIL");
GL11.glTranslated(recoil[0] * 0.25, 0, 0);
double[] reload = HbmAnimations.getRelevantTransformation("MAG");
GL11.glRotated(reload[1] * 15, 1, 0, 0);
GL11.glPushMatrix();
GL11.glRotated(reload[1] * -45, 1, 0, 0);
GL11.glTranslated(0, reload[1] * 0.25, -reload[1]);
ResourceManager.mg42.renderPart("Mag");
GL11.glPopMatrix();
renderMag = false;
break;
case EQUIPPED:
double scale = 0.35D;
GL11.glScaled(scale, scale, scale);
GL11.glRotated(100, 0, 1, 0);
GL11.glRotated(-10, 1, 0, 0);
GL11.glRotated(10, 0, 0, 1);
GL11.glTranslated(-0.5, 0.75, 1.25);
break;
case ENTITY:
double s1 = 0.3D;
GL11.glScaled(s1, s1, s1);
break;
case INVENTORY:
GL11.glEnable(GL11.GL_LIGHTING);
double s = 1.75D;
GL11.glTranslated(10, 9.5, 0);
GL11.glRotated(180, 1, 0, 0);
GL11.glRotated(-45, 0, 0, 1);
GL11.glScaled(s, s, -s);
break;
default: break;
}
ResourceManager.mg42.renderPart("Gun");
if(renderMag) ResourceManager.mg42.renderPart("Mag");
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();
}
}