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path: root/src/main/java/tectech/rendering/EOH/EOHItemRenderer.java
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package tectech.rendering.EOH;

import static java.lang.Math.pow;

import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.client.FMLClientHandler;

public class EOHItemRenderer implements IItemRenderer {

    @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) {
        GL11.glPushMatrix();

        if (type == ItemRenderType.INVENTORY) GL11.glRotated(180, 0, 1, 0);
        else if (type == ItemRenderType.EQUIPPED || type == ItemRenderType.EQUIPPED_FIRST_PERSON) {
            GL11.glTranslated(0.5, 0.5, 0.5);
            if (type == ItemRenderType.EQUIPPED) GL11.glRotated(90, 0, 1, 0);
        }

        // Render star stuff.
        renderStarLayer(0, EOHTileEntitySR.STAR_LAYER_0, 1.0f);
        renderStarLayer(1, EOHTileEntitySR.STAR_LAYER_1, 0.4f);
        renderStarLayer(2, EOHTileEntitySR.STAR_LAYER_2, 0.2f);

        GL11.glPopMatrix();
    }

    private void renderStarLayer(int layer, ResourceLocation texture, float alpha) {

        // Begin animation.
        GL11.glPushMatrix();

        // OpenGL settings, not sure exactly what these do.

        // Disables lighting, so star is always lit (I think).
        GL11.glDisable(GL11.GL_LIGHTING);
        // Culls things out of line of sight?
        GL11.glEnable(GL11.GL_CULL_FACE);
        // Merges colours of the various layers of the star?
        GL11.glEnable(GL11.GL_BLEND);
        // ???
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

        // Bind animation to layer of star.
        FMLClientHandler.instance()
            .getClient()
            .getTextureManager()
            .bindTexture(texture);

        // 0.01f magic number to shrink sphere obj down.
        // Size obtained from the multis current recipe.
        float scale = 0.01f;

        // Put each subsequent layer further out.
        scale *= pow(1.04f, layer);

        // Scale the star up in the x, y and z directions.
        GL11.glScalef(scale, scale, scale);

        switch (layer) {
            case 0 -> GL11.glRotatef(130 + (System.currentTimeMillis() / 64) % 360, 0F, 1F, 1F);
            case 1 -> GL11.glRotatef(-49 + (System.currentTimeMillis() / 64) % 360, 1F, 1F, 0F);
            case 2 -> GL11.glRotatef(67 + (System.currentTimeMillis() / 64) % 360, 1F, 0F, 1F);
        }

        // Set colour and alpha (transparency) of the star layer.
        GL11.glColor4f(1, 1, 1, alpha);

        EOHTileEntitySR.starModel.renderAll();
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_LIGHTING);

        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        // Finish animation.
        GL11.glPopMatrix();
    }

}