d5dfc31210
Replaces the reflexive instantiation of the Renderes with a factory method. Some optimizations to the renderers to no longer push the whole OpenGL state to the stack. General cleanup of duplicate code, etc
70 lines
2 KiB
Java
70 lines
2 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.client.render;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.client.IItemRenderer;
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public class ItemRenderer implements IItemRenderer
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{
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public static final ItemRenderer INSTANCE = new ItemRenderer();
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@Override
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public boolean handleRenderType( final ItemStack item, final ItemRenderType type )
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{
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return true;
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}
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@Override
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public boolean shouldUseRenderHelper( final ItemRenderType type, final ItemStack item, final ItemRendererHelper helper )
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{
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return true;
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}
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@Override
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public void renderItem( final ItemRenderType type, final ItemStack item, final Object... data )
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{
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GL11.glPushMatrix();
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GL11.glPushAttrib( GL11.GL_ENABLE_BIT | GL11.GL_COLOR_BUFFER_BIT );
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GL11.glEnable( GL11.GL_ALPHA_TEST );
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GL11.glEnable( GL11.GL_DEPTH_TEST );
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GL11.glEnable( GL11.GL_BLEND );
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GL11.glBlendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA );
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GL11.glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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if( type == ItemRenderType.ENTITY )
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{
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GL11.glTranslatef( -0.5f, -0.5f, -0.5f );
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}
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if( type == ItemRenderType.INVENTORY )
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{
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GL11.glTranslatef( 0.0f, -0.1f, 0.0f );
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}
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WorldRender.INSTANCE.renderItemBlock( item, type, data );
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GL11.glPopAttrib();
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GL11.glPopMatrix();
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}
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}
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