package WayofTime.alchemicalWizardry.common.renderer.block; import WayofTime.alchemicalWizardry.common.renderer.model.ModelWritingTable; import WayofTime.alchemicalWizardry.common.tileEntity.TEWritingTable; import cpw.mods.fml.client.FMLClientHandler; import net.minecraft.client.renderer.entity.RenderItem; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraftforge.common.ForgeDirection; import org.lwjgl.opengl.GL11; public class RenderWritingTable extends TileEntitySpecialRenderer { private ModelWritingTable modelWritingTable = new ModelWritingTable(); private final RenderItem customRenderItem; // private final RenderItem customRenderItem1; // private final RenderItem customRenderItem2; // private final RenderItem customRenderItem3; // private final RenderItem customRenderItem4; // private final RenderItem customRenderItem5; public RenderWritingTable() { customRenderItem = new RenderItem() { @Override public boolean shouldBob() { return false; } }; customRenderItem.setRenderManager(RenderManager.instance); } @Override public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f) { if (tileEntity instanceof TEWritingTable) { TEWritingTable tileAltar = (TEWritingTable) tileEntity; GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glPushMatrix(); GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F); ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/WritingTable.png"); FMLClientHandler.instance().getClient().renderEngine.bindTexture(test); GL11.glPushMatrix(); GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); //A reference to your Model file. Again, very important. this.modelWritingTable.render((Entity) null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); //Tell it to stop rendering for both the PushMatrix's GL11.glPopMatrix(); GL11.glPopMatrix(); for (int i = 1; i <= 6; i++) { GL11.glPushMatrix(); if (tileAltar.getStackInSlot(i) != null) { float scaleFactor = getGhostItemScaleFactor(tileAltar.getStackInSlot(i)); float rotationAngle = (float) (720.0 * (System.currentTimeMillis() & 0x3FFFL) / 0x3FFFL); EntityItem ghostEntityItem = new EntityItem(tileAltar.worldObj); ghostEntityItem.hoverStart = 0.0F; ghostEntityItem.setEntityItemStack(tileAltar.getStackInSlot(i)); //translateGhostItemByOrientation(ghostEntityItem.getEntityItem(), d0, d1, d2, ForgeDirection.DOWN); float displacementX = getXDisplacementForSlot(i); float displacementY = getYDisplacementForSlot(i); float displacementZ = getZDisplacementForSlot(i); if (ghostEntityItem.getEntityItem().getItem() instanceof ItemBlock) { GL11.glTranslatef((float) d0 + 0.5F + displacementX, (float) d1 + displacementY + 0.7F, (float) d2 + 0.5F + displacementZ); } else { GL11.glTranslatef((float) d0 + 0.5F + displacementX, (float) d1 + displacementY + 0.6F, (float) d2 + 0.5F + displacementZ); } //GL11.glTranslatef((float) tileAltar.xCoord + 0.5F, (float) tileAltar.yCoord + 2.7F, (float) tileAltar.zCoord + 0.5F); GL11.glScalef(scaleFactor, scaleFactor, scaleFactor); GL11.glRotatef(rotationAngle, 0.0F, 1.0F, 0.0F); customRenderItem.doRenderItem(ghostEntityItem, 0, 0, 0, 0, 0); } GL11.glPopMatrix(); } GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); } } private float getGhostItemScaleFactor(ItemStack itemStack) { float scaleFactor = 0.8F; if (itemStack != null) { if (itemStack.getItem() instanceof ItemBlock) { switch (customRenderItem.getMiniBlockCount(itemStack)) { case 1: return 0.90F * scaleFactor; case 2: return 0.90F * scaleFactor; case 3: return 0.90F * scaleFactor; case 4: return 0.90F * scaleFactor; case 5: return 0.80F * scaleFactor; default: return 0.90F * scaleFactor; } } else { switch (customRenderItem.getMiniItemCount(itemStack)) { case 1: return 0.65F * scaleFactor; case 2: return 0.65F * scaleFactor; case 3: return 0.65F * scaleFactor; case 4: return 0.65F * scaleFactor; default: return 0.65F * scaleFactor; } } } return scaleFactor; } private float getXDisplacementForSlot(int slot) { switch (slot) { case 0: return 0.0f; case 1: return -0.375f; case 2: return -0.125f; case 3: return 0.3125f; case 4: return 0.3125f; case 5: return -0.125f; default: return 0.0f; } } private float getYDisplacementForSlot(int slot) { switch (slot) { case 0: return 0.4f; case 1: return -0.35f; case 6: return 0.4f; default: return -0.35f; } } private float getZDisplacementForSlot(int slot) { switch (slot) { case 0: return 0.0f; case 1: return 0.0f; case 2: return 0.375f; case 3: return 0.25f; case 4: return -0.25f; case 5: return -0.375f; default: return 0.0f; } } private void translateGhostItemByOrientation(ItemStack ghostItemStack, double x, double y, double z, ForgeDirection forgeDirection) { if (ghostItemStack != null) { if (ghostItemStack.getItem() instanceof ItemBlock) { switch (forgeDirection) { case DOWN: { GL11.glTranslatef((float) x + 0.5F, (float) y + 2.7F, (float) z + 0.5F); return; } case UP: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.25F, (float) z + 0.5F); return; } case NORTH: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 0.7F); return; } case SOUTH: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 0.3F); return; } case EAST: { GL11.glTranslatef((float) x + 0.3F, (float) y + 0.5F, (float) z + 0.5F); return; } case WEST: { GL11.glTranslatef((float) x + 0.70F, (float) y + 0.5F, (float) z + 0.5F); return; } case UNKNOWN: { return; } default: { return; } } } else { switch (forgeDirection) { case DOWN: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.6F, (float) z + 0.5F); return; } case UP: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.20F, (float) z + 0.5F); return; } case NORTH: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.4F, (float) z + 0.7F); return; } case SOUTH: { GL11.glTranslatef((float) x + 0.5F, (float) y + 0.4F, (float) z + 0.3F); return; } case EAST: { GL11.glTranslatef((float) x + 0.3F, (float) y + 0.4F, (float) z + 0.5F); return; } case WEST: { GL11.glTranslatef((float) x + 0.70F, (float) y + 0.4F, (float) z + 0.5F); return; } case UNKNOWN: { return; } default: { return; } } } } } }