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package gtPlusPlus.core.client.renderer;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;
/**
* Easy way of rendering an item which should look like a block. Borrowed.
*
* @author King Lemming
*
*/
public class CustomItemBlockRenderer implements IItemRenderer {
public static CustomItemBlockRenderer instance = new CustomItemBlockRenderer();
@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) {
double offset = -0.5;
if (type == ItemRenderType.EQUIPPED || type == ItemRenderType.EQUIPPED_FIRST_PERSON) {
offset = 0;
} else if (type == ItemRenderType.ENTITY) {
GL11.glScalef(0.5F, 0.5F, 0.5F);
}
renderItemAsBlock((RenderBlocks) data[0], item, offset, offset, offset);
}
public static void renderItemAsBlock(RenderBlocks renderer, ItemStack item, double translateX, double translateY,
double translateZ) {
renderTextureAsBlock(renderer, item.getIconIndex(), translateX, translateY, translateZ);
}
public static void renderTextureAsBlock(RenderBlocks renderer, IIcon texture, double translateX, double translateY,
double translateZ) {
Tessellator tessellator = Tessellator.instance;
Block block = Blocks.stone;
if (texture == null) {
return;
}
renderer.setRenderBoundsFromBlock(block);
GL11.glTranslated(translateX, translateY, translateZ);
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, -1.0F, 0.0F);
renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, texture);
tessellator.setNormal(0.0F, 1.0F, 0.0F);
renderer.renderFaceYPos(block, 0.0D, 0.0D, 0.0D, texture);
tessellator.setNormal(0.0F, 0.0F, -1.0F);
renderer.renderFaceZNeg(block, 0.0D, 0.0D, 0.0D, texture);
tessellator.setNormal(0.0F, 0.0F, 1.0F);
renderer.renderFaceZPos(block, 0.0D, 0.0D, 0.0D, texture);
tessellator.setNormal(-1.0F, 0.0F, 0.0F);
renderer.renderFaceXNeg(block, 0.0D, 0.0D, 0.0D, texture);
tessellator.setNormal(1.0F, 0.0F, 0.0F);
renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, texture);
tessellator.draw();
}
}
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