public static void renderItemIntoGUI( FontRenderer fontRenderer, RenderEngine renderEngine, ItemStack stack, int x, int y, float opacity, float scale) { int itemID = stack.itemID; int meta = stack.getItemDamage(); int iconIndex = stack.getIconIndex(); GL11.glDisable(GL11.GL_LIGHTING); renderEngine.bindTexture(renderEngine.getTexture(stack.getItem().getTextureFile())); int overlayColour = Item.itemsList[itemID].getColorFromItemStack(stack, 0); float var17 = (float) (overlayColour >> 16 & 255) / 255.0F; float var16 = (float) (overlayColour >> 8 & 255) / 255.0F; float var12 = (float) (overlayColour & 255) / 255.0F; GL11.glColor4f(var17, var16, var12, opacity); drawTexturedQuad(x, y, iconIndex % 16 * 16, iconIndex / 16 * 16, 16, 16, -90, scale); GL11.glEnable(GL11.GL_LIGHTING); }
public static void renderRotatingBlockIntoGUI( FontRenderer fontRenderer, RenderEngine renderEngine, ItemStack stack, int x, int y, float zLevel, float scale) { RenderBlocks renderBlocks = new RenderBlocks(); Block block = Block.blocksList[stack.itemID]; renderEngine.bindTexture(renderEngine.getTexture(block.getTextureFile())); GL11.glPushMatrix(); GL11.glTranslatef((float) (x - 2), (float) (y + 3), -3.0F + zLevel); GL11.glScalef(10.0F, 10.0F, 10.0F); GL11.glTranslatef(1.0F, 0.5F, 1.0F); GL11.glScalef(1.0F * scale, 1.0F * scale, -1.0F); GL11.glRotatef(210.0F, 1.0F, 0.0F, 0.0F); GL11.glRotatef(0F + 1 * rotationAngle, 0.0F, 1.0F, 0.0F); rotationAngle = (rotationAngle + 1) % 360; int var10 = Item.itemsList[stack.itemID].getColorFromItemStack(stack, 0); float var16 = (float) (var10 >> 16 & 255) / 255.0F; float var12 = (float) (var10 >> 8 & 255) / 255.0F; float var13 = (float) (var10 & 255) / 255.0F; GL11.glColor4f(var16, var12, var13, 1.0F); GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F); renderBlocks.useInventoryTint = true; renderBlocks.renderBlockAsItem(block, stack.getItemDamage(), 1.0F); renderBlocks.useInventoryTint = true; GL11.glPopMatrix(); }
@Override public void bindImage(RenderEngine renderEngine) { GL11.glBindTexture( GL11.GL_TEXTURE_2D, renderEngine.getTexture(Sprites.SPRITE_SHEET_LOCATION + Sprites.BLOCK_SPRITE_SHEET)); }