package pneumaticCraft.client.render.itemblock;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;
import pneumaticCraft.client.model.ModelPressureTube;
import pneumaticCraft.lib.Textures;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class RenderItemPressureTube implements IItemRenderer{
private final ModelPressureTube model;
private final boolean advanced;
public RenderItemPressureTube(boolean advanced){
model = new ModelPressureTube();
this.advanced = advanced;
}
@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type){
return true;
}
@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper){
return true;
}
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data){
int itemDamage = item.getItemDamage();
switch(type){
case ENTITY: {
render(0.0F, 0.0F, 1.0F, 1.0F, itemDamage);
return;
}
case EQUIPPED: {
GL11.glRotated(180, 0, 1, 0);
// GL11.glTranslated(0, 2, 0);
render(-0.7F, 0.4F, 0.3F, 0.8F, itemDamage);
return;
}
case EQUIPPED_FIRST_PERSON: {
GL11.glRotated(180, 0, 1, 0);
render(0.0F, 1F, 0.4F, 1.2F, itemDamage);
return;
}
case INVENTORY: {
render(0.0F, 0.0F, 1.0F, 1.5F, itemDamage);
return;
}
default:
return;
}
}
private void render(float x, float y, float z, float scale, int itemDamage){
GL11.glPushMatrix();
// GL11.glDisable(GL11.GL_LIGHTING);
// GL11.glDisable(GL11.GL_TEXTURE_2D);
// GL11.glColor4f(0.82F, 0.56F, 0.09F, 1.0F);
// Scale, Translate, Rotate
GL11.glScalef(scale, scale, scale);
GL11.glTranslatef(x, y, z);
GL11.glRotatef(-90F, 1F, 0, 0);
// Bind texture
FMLClientHandler.instance().getClient().getTextureManager().bindTexture(advanced ? Textures.MODEL_ADVANCED_PRESSURE_TUBE : Textures.MODEL_PRESSURE_TUBE);
// Render
model.renderModel(1F / 16F, new boolean[]{true, true, false, false, false, false});
// GL11.glEnable(GL11.GL_TEXTURE_2D);
// GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopMatrix();
}
}