use of net.mcft.copy.betterstorage.item.ItemBackpack in project BetterStorage by copygirl.
the class TileEntityBackpackRenderer method renderTileEntityAt.
public void renderTileEntityAt(TileEntityBackpack backpack, double x, double y, double z, float partialTicks) {
if ((backpack.getWorldObj() == null) && (backpack.blockType == null))
return;
ItemBackpack item = ((TileBackpack) backpack.getBlockType()).getItemType();
ItemStack stack = ((backpack.stack != null) ? backpack.stack : new ItemStack(item));
ModelBackpack backpackModel = item.getModel();
GL11.glPushMatrix();
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glTranslated(x, y + 2.0, z + 1.0);
GL11.glScalef(1.0F, -1.0F, -1.0F);
GL11.glTranslated(0.5, 0.5, 0.5);
ForgeDirection orientation = ForgeDirection.getOrientation(backpack.getBlockMetadata());
int rotation = DirectionUtils.getRotation(orientation);
GL11.glRotatef(rotation, 0.0F, 1.0F, 0.0F);
float angle = backpack.prevLidAngle + (backpack.lidAngle - backpack.prevLidAngle) * partialTicks;
angle = 1.0F - angle;
angle = 1.0F - angle * angle;
backpackModel.setLidRotation((float) (angle * Math.PI / 4.0));
int renderPasses = item.getRenderPasses(0);
for (int pass = 0; pass < renderPasses; pass++) {
String type = ((pass == 0) ? null : "overlay");
bindTexture(new ResourceLocation(item.getArmorTexture(stack, null, 0, type)));
RenderUtils.setColorFromInt(item.getColorFromItemStack(stack, pass));
backpackModel.renderAll();
}
if ((backpack.stack != null) && (backpack.stack.isItemEnchanted())) {
float f9 = (backpack.ticksExisted + partialTicks) / 3;
RenderUtils.bindTexture(Resources.enchantedEffect);
GL11.glEnable(GL11.GL_BLEND);
GL11.glColor4f(0.5F, 0.5F, 0.5F, 1.0F);
GL11.glDepthMask(false);
GL11.glPolygonOffset(-1.0F, -1.0F);
GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
for (int k = 0; k < 2; ++k) {
GL11.glDisable(GL11.GL_LIGHTING);
float f11 = 0.65F;
GL11.glColor4f(0.5F * f11, 0.25F * f11, 0.8F * f11, 1.0F);
GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f12 = f9 * (0.001F + k * 0.003F) * 20.0F;
float f13 = 0.33333334F;
GL11.glScalef(f13, f13, f13);
GL11.glRotatef(30.0F - k * 60.0F, 0.0F, 0.0F, 1.0F);
GL11.glTranslatef(0.0F, f12, 0.0F);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
backpackModel.renderAll();
}
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);
GL11.glPolygonOffset(0.0F, 0.0F);
GL11.glDepthMask(true);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
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