Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/items/ToolBiometricCardRender.java
2016-01-01 01:47:22 +01:00

139 lines
4.4 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render.items;
import net.minecraft.item.ItemStack;
import appeng.client.ItemRenderType;
// TODO - PORT
public class ToolBiometricCardRender // TileEntityItemStackRenderer
{
public boolean handleRenderType( final ItemStack item, final ItemRenderType type )
{
return true;
}
public boolean shouldUseRenderHelper( final ItemRenderType type, final ItemStack item )//, final ItemRendererHelper helper )
{
return false;//return helper == ItemRendererHelper.ENTITY_BOBBING || helper == ItemRendererHelper.ENTITY_ROTATION;
}
public void renderItem( final ItemRenderType type, final ItemStack item, final Object... data )
{
/*
* TextureAtlasSprite par2Icon = item.getIconIndex();
* float f4 = par2Icon.getMinU();
* float f5 = par2Icon.getMaxU();
* float f6 = par2Icon.getMinV();
* float f7 = par2Icon.getMaxV();
* float f12 = 0.0625F;
* Tessellator tessellator = Tessellator.instance;
* GL11.glPushMatrix();
* GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
* if( type == ItemRenderType.INVENTORY )
* {
* GL11.glColor4f( 1, 1, 1, 1.0F );
* GL11.glScalef( 16F, 16F, 10F );
* GL11.glTranslatef( 0.0F, 1.0F, 0.0F );
* GL11.glRotatef( 180F, 1.0F, 0.0F, 0.0F );
* GL11.glEnable( GL11.GL_ALPHA_TEST );
* tessellator.startDrawingQuads();
* tessellator.setNormal( 0.0F, 1.0F, 0.0F );
* tessellator.addVertexWithUV( 0, 0, 0, f4, f7 );
* tessellator.addVertexWithUV( 1, 0, 0, f5, f7 );
* tessellator.addVertexWithUV( 1, 1, 0, f5, f6 );
* tessellator.addVertexWithUV( 0, 1, 0, f4, f6 );
* tessellator.draw();
* }
* else
* {
* GL11.glTranslatef( -0.5F, -0.3F, 0.01F );
* ItemRenderer.renderItemIn2D( tessellator, f5, f6, f4, f7, par2Icon.getIconWidth(), par2Icon.getIconHeight(),
* f12 );
* GL11.glDisable( GL11.GL_CULL_FACE );
* GL11.glColor4f( 1, 1, 1, 1.0F );
* GL11.glScalef( 1F, 1.1F, 1F );
* GL11.glTranslatef( 0.0F, 1.07F, f12 / -2.0f );
* GL11.glRotatef( 180F, 1.0F, 0.0F, 0.0F );
* }
* float u = ExtraItemTextures.White.getIcon().getInterpolatedU( 8.1 );
* float v = ExtraItemTextures.White.getIcon().getInterpolatedV( 8.1 );
* String username = "";
* if( item.getItem() instanceof IBiometricCard )
* {
* GameProfile gp = ( (IBiometricCard) item.getItem() ).getProfile( item );
* if( gp != null )
* {
* username = gp.getName();
* }
* }
* int hash = username.length() > 0 ? username.hashCode() : 0;
* GL11.glScalef( 1F / 16F, 1F / 16F, 1F );
* GL11.glTranslatef( 4, 6, 0 );
* GL11.glDisable( GL11.GL_LIGHTING );
* tessellator.startDrawingQuads();
* float z = 0;
* AEColor col = AEColor.values()[Math.abs( 3 + hash ) % AEColor.values().length];
* if( hash == 0 )
* {
* col = AEColor.Black;
* }
* for( int x = 0; x < 8; x++ )// 8
* {
* for( int y = 0; y < 6; y++ )// 6
* {
* boolean isLit = false;
* float scale = 0.3f / 255.0f;
* if( x == 0 || y == 0 || x == 7 || y == 5 )
* {
* isLit = false;
* }
* else
* {
* isLit = ( hash & ( 1 << x ) ) != 0 || ( hash & ( 1 << y ) ) != 0;
* }
* if( isLit )
* {
* tessellator.setColorOpaque_I( col.mediumVariant );
* }
* else
* {
* tessellator.setColorOpaque_F( ( ( col.blackVariant >> 16 ) & 0xff ) * scale, ( ( col.blackVariant >> 8 ) &
* 0xff ) * scale, ( col.blackVariant & 0xff ) * scale );
* }
* tessellator.addVertexWithUV( x, y, z, u, v );
* tessellator.addVertexWithUV( x + 1, y, z, u, v );
* tessellator.addVertexWithUV( x + 1, y + 1, z, u, v );
* tessellator.addVertexWithUV( x, y + 1, z, u, v );
* }
* }
* tessellator.draw();
* GL11.glPopAttrib();
* GL11.glPopMatrix();
*/
}
}