package minefantasy.client;
import java.util.Map;
import org.lwjgl.opengl.GL11;
import com.google.common.collect.Maps;
import cpw.mods.fml.client.FMLClientHandler;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.Entity;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.ForgeHooksClient;
public class TextureHelperMF
{
private static final Map resourceList = Maps.newHashMap();
public static final ResourceLocation ITEM_GLINT = new ResourceLocation("textures/misc/enchanted_item_glint.png");
/**
* This gets the resource location from just a simple directory(Beats the shit you have to do nower days!)
*/
public static ResourceLocation getResource(String directory)
{
ResourceLocation resourcelocation = (ResourceLocation)resourceList.get(directory);
if (resourcelocation == null)
{
System.out.println("MineFantasy: Added Resource: " + directory);
resourcelocation = new ResourceLocation("minefantasy", directory);
resourceList.put(directory, resourcelocation);
}
return resourcelocation;
}
public static void renderEnchantmentEffects(Tessellator tessellator)
{
GL11.glDepthFunc(GL11.GL_EQUAL);
GL11.glDisable(GL11.GL_LIGHTING);
FMLClientHandler.instance().getClient().renderEngine.bindTexture(ITEM_GLINT);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE);
float f7 = 0.76F;
GL11.glColor4f(0.5F * f7, 0.25F * f7, 0.8F * f7, 1.0F);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glPushMatrix();
float f8 = 0.125F;
GL11.glScalef(f8, f8, f8);
float f9 = (float) (Minecraft.getSystemTime() % 3000L) / 3000.0F * 8.0F;
GL11.glTranslatef(f9, 0.0F, 0.0F);
GL11.glRotatef(-50.0F, 0.0F, 0.0F, 1.0F);
RenderManager.instance.itemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glScalef(f8, f8, f8);
f9 = (float) (Minecraft.getSystemTime() % 4873L) / 4873.0F * 8.0F;
GL11.glTranslatef(-f9, 0.0F, 0.0F);
GL11.glRotatef(10.0F, 0.0F, 0.0F, 1.0F);
RenderManager.instance.itemRenderer.renderItemIn2D(tessellator, 0.0F, 0.0F, 1.0F, 1.0F, 256, 256, 0.0625F);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDepthFunc(GL11.GL_LEQUAL);
}
}