package WayofTime.alchemicalWizardry.common.renderer.block; 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.item.EntityItem; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraftforge.common.util.ForgeDirection; import org.lwjgl.opengl.GL11; import WayofTime.alchemicalWizardry.common.renderer.model.ModelBloodAltar; import WayofTime.alchemicalWizardry.common.tileEntity.TEAltar; public class TEAltarRenderer extends TileEntitySpecialRenderer { private ModelBloodAltar modelBloodAltar = new ModelBloodAltar(); private final RenderItem customRenderItem; public TEAltarRenderer() { 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) { modelBloodAltar.renderBloodAltar((TEAltar) tileEntity, d0, d1, d2); modelBloodAltar.renderBloodLevel((TEAltar) tileEntity, d0, d1, d2); if (tileEntity instanceof TEAltar) { TEAltar tileAltar = (TEAltar) tileEntity; GL11.glDisable(GL11.GL_LIGHTING); // GL11.glDisable(GL11.GL_CULL_FACE); /** * Render the ghost item inside of the Altar, slowly spinning */ GL11.glPushMatrix(); if (tileAltar.getStackInSlot(0) != null) { float scaleFactor = getGhostItemScaleFactor(tileAltar.getStackInSlot(0)); float rotationAngle = (float) (720.0 * (System.currentTimeMillis() & 0x3FFFL) / 0x3FFFL); EntityItem ghostEntityItem = new EntityItem(tileAltar.getWorldObj()); ghostEntityItem.hoverStart = 0.0F; ghostEntityItem.setEntityItemStack(tileAltar.getStackInSlot(0)); //translateGhostItemByOrientation(ghostEntityItem.getEntityItem(), d0, d1, d2, ForgeDirection.DOWN); float displacement = 0.2F; if (ghostEntityItem.getEntityItem().getItem() instanceof ItemBlock) { GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + displacement + 0.7F, (float) d2 + 0.5F); } else { GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + displacement + 0.6F, (float) d2 + 0.5F); } //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.doRender(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 = 1.0F; if (itemStack != null) { if (itemStack.getItem() instanceof ItemBlock) { switch (customRenderItem.getMiniBlockCount(itemStack,(byte)1)) { case 1: return 0.90F; case 2: return 0.90F; case 3: return 0.90F; case 4: return 0.90F; case 5: return 0.80F; default: return 0.90F; } } else { switch (customRenderItem.getMiniItemCount(itemStack,(byte)1)) { case 1: return 0.65F; case 2: return 0.65F; case 3: return 0.65F; case 4: return 0.65F; default: return 0.65F; } } } return scaleFactor; } 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; } } } } } }