equivalent-exchange-3/src/main/java/com/pahimar/ee3/client/renderer/item/ItemRendererAlchemicalChest...

82 lines
2.6 KiB
Java

package com.pahimar.ee3.client.renderer.item;
import com.pahimar.ee3.reference.Textures;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.model.ModelChest;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class ItemRendererAlchemicalChest implements IItemRenderer {
private final ModelChest modelChest;
public ItemRendererAlchemicalChest() {
modelChest = new ModelChest();
}
@Override
public boolean handleRenderType(ItemStack itemStack, ItemRenderType itemRenderType) {
return true;
}
@Override
public boolean shouldUseRenderHelper(
ItemRenderType itemRenderType,
ItemStack itemStack,
ItemRendererHelper itemRendererHelper
) {
return true;
}
@Override
public void
renderItem(ItemRenderType itemRenderType, ItemStack itemStack, Object... data) {
switch (itemRenderType) {
case ENTITY: {
renderAlchemicalChest(0.5F, 0.5F, 0.5F, itemStack.getItemDamage());
break;
}
case EQUIPPED: {
renderAlchemicalChest(1.0F, 1.0F, 1.0F, itemStack.getItemDamage());
break;
}
case EQUIPPED_FIRST_PERSON: {
renderAlchemicalChest(1.0F, 1.0F, 1.0F, itemStack.getItemDamage());
break;
}
case INVENTORY: {
renderAlchemicalChest(0.0F, 0.075F, 0.0F, itemStack.getItemDamage());
break;
}
default:
break;
}
}
private void renderAlchemicalChest(float x, float y, float z, int metaData) {
if (metaData == 0) {
FMLClientHandler.instance().getClient().renderEngine.bindTexture(
Textures.Model.ALCHEMICAL_CHEST_SMALL
);
} else if (metaData == 1) {
FMLClientHandler.instance().getClient().renderEngine.bindTexture(
Textures.Model.ALCHEMICAL_CHEST_MEDIUM
);
} else if (metaData == 2) {
FMLClientHandler.instance().getClient().renderEngine.bindTexture(
Textures.Model.ALCHEMICAL_CHEST_LARGE
);
}
GL11.glPushMatrix(); //start
GL11.glTranslatef(x, y, z); //size
GL11.glRotatef(180, 1, 0, 0);
GL11.glRotatef(-90, 0, 1, 0);
modelChest.renderAll();
GL11.glPopMatrix(); //end
}
}