Java tutorial
/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>. */ package appeng.client.render.items; import com.mojang.authlib.GameProfile; import org.lwjgl.opengl.GL11; import net.minecraft.client.renderer.ItemRenderer; import net.minecraft.client.renderer.Tessellator; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import net.minecraftforge.client.IItemRenderer; import appeng.api.implementations.items.IBiometricCard; import appeng.api.util.AEColor; import appeng.client.texture.ExtraItemTextures; public class ToolBiometricCardRender implements IItemRenderer { @Override public boolean handleRenderType(final ItemStack item, final ItemRenderType type) { return true; } @Override public boolean shouldUseRenderHelper(final ItemRenderType type, final ItemStack item, final ItemRendererHelper helper) { return helper == ItemRendererHelper.ENTITY_BOBBING || helper == ItemRendererHelper.ENTITY_ROTATION; } @Override public void renderItem(final ItemRenderType type, final ItemStack item, final Object... data) { final IIcon par2Icon = item.getIconIndex(); final float f4 = par2Icon.getMinU(); final float f5 = par2Icon.getMaxU(); final float f6 = par2Icon.getMinV(); final float f7 = par2Icon.getMaxV(); final Tessellator tessellator = Tessellator.instance; GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS); if (type == ItemRenderType.INVENTORY) { GL11.glColor4f(1, 1, 1, 1.0F); GL11.glScalef(16F, 16F, 10F); GL11.glTranslatef(0.0F, 1.0F, 0.0F); GL11.glRotatef(180F, 1.0F, 0.0F, 0.0F); GL11.glEnable(GL11.GL_ALPHA_TEST); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV(0, 0, 0, f4, f7); tessellator.addVertexWithUV(1, 0, 0, f5, f7); tessellator.addVertexWithUV(1, 1, 0, f5, f6); tessellator.addVertexWithUV(0, 1, 0, f4, f6); tessellator.draw(); } else { GL11.glTranslatef(-0.5F, -0.3F, 0.01F); final float f12 = 0.0625F; ItemRenderer.renderItemIn2D(tessellator, f5, f6, f4, f7, par2Icon.getIconWidth(), par2Icon.getIconHeight(), f12); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glColor4f(1, 1, 1, 1.0F); GL11.glScalef(1F, 1.1F, 1F); GL11.glTranslatef(0.0F, 1.07F, f12 / -2.0f); GL11.glRotatef(180F, 1.0F, 0.0F, 0.0F); } final float u = ExtraItemTextures.White.getIcon().getInterpolatedU(8.1); final float v = ExtraItemTextures.White.getIcon().getInterpolatedV(8.1); String username = ""; if (item.getItem() instanceof IBiometricCard) { final GameProfile gp = ((IBiometricCard) item.getItem()).getProfile(item); if (gp != null) { username = gp.getName(); } } final int hash = username.length() > 0 ? username.hashCode() : 0; GL11.glScalef(1F / 16F, 1F / 16F, 1F); GL11.glTranslatef(4, 6, 0); GL11.glDisable(GL11.GL_LIGHTING); tessellator.startDrawingQuads(); AEColor col = AEColor.values()[Math.abs(3 + hash) % AEColor.values().length]; if (hash == 0) { col = AEColor.Black; } final float z = 0; for (int x = 0; x < 8; x++)// 8 { for (int y = 0; y < 6; y++)// 6 { boolean isLit = false; if (x == 0 || y == 0 || x == 7 || y == 5) { isLit = false; } else { isLit = (hash & (1 << x)) != 0 || (hash & (1 << y)) != 0; } if (isLit) { tessellator.setColorOpaque_I(col.mediumVariant); } else { final float scale = 0.3f / 255.0f; tessellator.setColorOpaque_F(((col.blackVariant >> 16) & 0xff) * scale, ((col.blackVariant >> 8) & 0xff) * scale, (col.blackVariant & 0xff) * scale); } tessellator.addVertexWithUV(x, y, z, u, v); tessellator.addVertexWithUV(x + 1, y, z, u, v); tessellator.addVertexWithUV(x + 1, y + 1, z, u, v); tessellator.addVertexWithUV(x, y + 1, z, u, v); } } tessellator.draw(); GL11.glPopAttrib(); GL11.glPopMatrix(); } }