BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/renderer/block/itemRender/TEAltarItemRenderer.java
Fenn e3644f2d2b Massive rework of configs, items and blocks.
I redone where the items/blocsks are stored and how the configs are
handled to clean up it and give space. You can change the config line to
AWWayofTime if you want to keep the compatibility with old configs. Now
you reference the blocks from the ModBlocks and Items from the ModItems.
2014-01-17 21:05:38 +00:00

80 lines
2.4 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.block.itemRender;
import WayofTime.alchemicalWizardry.common.renderer.model.ModelBloodAltar;
import cpw.mods.fml.client.FMLClientHandler;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;
public class TEAltarItemRenderer implements IItemRenderer {
private ModelBloodAltar modelBloodAltar;
public TEAltarItemRenderer()
{
modelBloodAltar = new ModelBloodAltar();
}
@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type)
{
// TODO Auto-generated method stub
return true;
}
@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper)
{
// TODO Auto-generated method stub
return true;
}
@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data)
{
float scale = 0.08f;
// TODO Auto-generated method stub
switch (type)
{
case ENTITY:
{
renderBloodAltar(0f, 0f, 0f, scale);
return;
}
case EQUIPPED:
{
renderBloodAltar(0f, 0f, 0f, scale);
return;
}
case INVENTORY:
{
renderBloodAltar(0f, -0.25f, 0f, scale);
return;
}
default:
return;
}
}
private void renderBloodAltar(float x, float y, float z, float scale)
{
GL11.glPushMatrix();
// Disable Lighting Calculations
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glTranslatef(x, y, z);
GL11.glScalef(scale, scale, scale);
GL11.glRotatef(180f, 0f, 1f, 0f);
//FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/OBJTutorial/textures/models/TutBox.png");
ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/altar.png");
//FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/alchemicalwizardry/textures/models/altar.png");
FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
modelBloodAltar.renderBloodAltar();
// Re-enable Lighting Calculations
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopMatrix();
}
}