MineLittlePony/src/main/java/com/minelittlepony/render/PonySkullRenderer.java

175 lines
5.7 KiB
Java

package com.minelittlepony.render;
import java.util.HashMap;
import java.util.Map;
import javax.annotation.Nullable;
import org.lwjgl.opengl.GL11;
import com.minelittlepony.MineLittlePony;
import com.minelittlepony.PonyConfig;
import com.minelittlepony.ducks.IRenderItem;
import com.minelittlepony.pony.data.Pony;
import com.mojang.authlib.GameProfile;
import com.mumfrey.liteloader.util.ModUtilities;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySkullRenderer;
import net.minecraft.tileentity.TileEntitySkull;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
/**
* PonySkullRenderer! It renders ponies as skulls, or something...
*/
public class PonySkullRenderer extends TileEntitySkullRenderer implements IRenderItem {
public static PonySkullRenderer ponyInstance = new PonySkullRenderer();
private static TileEntitySkullRenderer backup = null;
private static final Map<Integer, ISkull> skullMap = new HashMap<Integer, ISkull>();
/**
* Resolves the games skull renderer to either a specialised pony skull renderer
* or some other skull renderer depending on the ponyskulls state.
*
* Original/Existing renderer is stored to a backup variable as a fallback in case of mods.
*/
public static TileEntitySkullRenderer resolve() {
if (MineLittlePony.getConfig().ponyskulls) {
if (!(instance instanceof PonySkullRenderer)) {
backup = instance;
ModUtilities.addRenderer(TileEntitySkull.class, ponyInstance);
instance = ponyInstance;
}
} else {
if ((instance instanceof PonySkullRenderer)) {
ponyInstance = (PonySkullRenderer)instance;
if (backup == null) {
backup = new TileEntitySkullRenderer();
}
ModUtilities.addRenderer(TileEntitySkull.class, backup);
instance = backup;
}
}
return instance;
}
protected boolean transparency = false;
@Override
public void renderSkull(float x, float y, float z, EnumFacing facing, float rotation, int skullType, @Nullable GameProfile profile, int destroyStage, float animateTicks) {
ISkull skull = skullMap.getOrDefault(skullType, null);
if (skull == null || !skull.canRender(MineLittlePony.getConfig())) {
if (backup != null) {
backup.renderSkull(x, y, z, facing, rotation, skullType, profile, destroyStage, animateTicks);
} else {
super.renderSkull(x, y, z, facing, rotation, skullType, profile, destroyStage, animateTicks);
}
return;
}
float scale = 0.0625F;
if (destroyStage >= 0) {
bindTexture(DESTROY_STAGES[destroyStage]);
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.pushMatrix();
GlStateManager.scale(4, 2, 1);
GlStateManager.translate(scale, scale, scale);
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
} else {
ResourceLocation skin = skull.getSkinResource(profile);
skull.bindPony(MineLittlePony.getInstance().getManager().getPony(skin, false));
bindTexture(skin);
}
GlStateManager.pushMatrix();
GlStateManager.disableCull();
rotation = handleRotation(x, y, z, facing, rotation);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(-1, -1, 1);
GlStateManager.enableAlpha();
skull.preRender(transparency);
skull.render(animateTicks, rotation, scale);
GlStateManager.popMatrix();
if (destroyStage >= 0) {
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.popMatrix();
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
}
}
protected float handleRotation(float x, float y, float z, EnumFacing facing, float rotation) {
switch (facing) {
case EAST:
default:
GlStateManager.translate(x + 0.26F, y + 0.25F, z + 0.5F);
return 90;
case UP:
GlStateManager.translate(x + 0.5F, y, z + 0.5F);
break;
case NORTH:
GlStateManager.translate(x + 0.5F, y + 0.25F, z + 0.74F);
break;
case SOUTH:
GlStateManager.translate(x + 0.5F, y + 0.25F, z + 0.26F);
return 180;
case WEST:
GlStateManager.translate(x + 0.74F, y + 0.25F, z + 0.5F);
return 270;
}
return rotation;
}
@Override
public void useTransparency(boolean use) {
transparency = use;
}
public boolean usesTransparency() {
return transparency;
}
/**
* A skull, just a skull.
*
* Implement this interface if you want to extend our behaviour, modders.
*/
public interface ISkull {
public static final int SKELETON = 0;
public static final int WITHER = 1;
public static final int ZOMBIE = 2;
public static final int PLAYER = 3;
public static final int CREEPER = 4;
public static final int DRAGON = 5;
void preRender(boolean transparency);
void render(float animateTicks, float rotation, float scale);
boolean canRender(PonyConfig config);
ResourceLocation getSkinResource(@Nullable GameProfile profile);
void bindPony(Pony pony);
default ISkull register(int metadataId) {
PonySkullRenderer.skullMap.put(metadataId, this);
return this;
}
}
}