/* * 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 . */ package appeng.client.render.items; 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 com.mojang.authlib.GameProfile; 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( ItemStack item, ItemRenderType type ) { return true; } @Override public boolean shouldUseRenderHelper( ItemRenderType type, ItemStack item, ItemRendererHelper helper ) { return helper == ItemRendererHelper.ENTITY_BOBBING || helper == ItemRendererHelper.ENTITY_ROTATION; } @Override public void renderItem( ItemRenderType type, ItemStack item, Object... data ) { IIcon par2Icon = item.getIconIndex(); float f4 = par2Icon.getMinU(); float f5 = par2Icon.getMaxU(); float f6 = par2Icon.getMinV(); float f7 = par2Icon.getMaxV(); float f12 = 0.0625F; 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 ); 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 ); } float u = ExtraItemTextures.White.getIcon().getInterpolatedU( 8.1 ); float v = ExtraItemTextures.White.getIcon().getInterpolatedV( 8.1 ); String username = ""; if( item.getItem() instanceof IBiometricCard ) { GameProfile gp = ( (IBiometricCard) item.getItem() ).getProfile( item ); if( gp != null ) username = gp.getName(); } 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(); float z = 0; AEColor col = AEColor.values()[Math.abs( 3 + hash ) % AEColor.values().length]; if( hash == 0 ) col = AEColor.Black; for( int x = 0; x < 8; x++ )// 8 { for( int y = 0; y < 6; y++ )// 6 { boolean isLit = false; float scale = 0.3f / 255.0f; 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 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(); } }