package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.blocks.BlockDummyable; import com.hbm.main.ResourceManager; import com.hbm.tileentity.machine.TileEntitySolarBoiler; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ChunkCoordinates; public class RenderSolarBoiler extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float interp) { GL11.glPushMatrix(); GL11.glTranslated(x + 0.5D, y, z + 0.5D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPushMatrix(); GL11.glRotatef(90, 0F, 1F, 0F); switch(te.getBlockMetadata() - BlockDummyable.offset) { case 2: GL11.glRotatef(0, 0F, 1F, 0F); break; case 4: GL11.glRotatef(90, 0F, 1F, 0F); break; case 3: GL11.glRotatef(180, 0F, 1F, 0F); break; case 5: GL11.glRotatef(270, 0F, 1F, 0F); break; } bindTexture(ResourceManager.solar_tex); GL11.glShadeModel(GL11.GL_SMOOTH); ResourceManager.solar_boiler.renderPart("Base"); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); if(te instanceof TileEntitySolarBoiler && Minecraft.getMinecraft().gameSettings.fancyGraphics) { TileEntitySolarBoiler boiler = (TileEntitySolarBoiler) te; Tessellator tess = Tessellator.instance; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); GL11.glAlphaFunc(GL11.GL_GREATER, 0); GL11.glDepthMask(false); for(ChunkCoordinates co : boiler.secondary) { int dx = boiler.xCoord - co.posX; int dy = boiler.yCoord - co.posY; int dz = boiler.zCoord - co.posZ; double dist = Math.sqrt(dx * dx + dy * dy + dz * dz); float min = 0.005F; float max = 0.01F; GL11.glPushMatrix(); GL11.glTranslated(-dx, -dy, -dz); double pitch = Math.toDegrees(-Math.asin((dy + 0.5) / dist)) + 90; double yaw = Math.toDegrees(-Math.atan2(dz, dx)) + 180; GL11.glTranslated(0, 1, 0); GL11.glRotated(yaw, 0, 1, 0); GL11.glRotated(pitch, 0, 0, 1); GL11.glTranslated(0, -1, 0); tess.startDrawingQuads(); tess.setColorRGBA_F(1F, 1F, 1F, max); tess.addVertex(0.5, 1.0625, 0.5); tess.addVertex(0.5, 1.0625, -0.5); tess.setColorRGBA_F(1F, 1F, 1F, min); tess.addVertex(0.5, dist, -0.5); tess.addVertex(0.5, dist, 0.5); tess.setColorRGBA_F(1F, 1F, 1F, max); tess.addVertex(-0.5, 1.0625, 0.5); tess.addVertex(-0.5, 1.0625, -0.5); tess.setColorRGBA_F(1F, 1F, 1F, min); tess.addVertex(-0.5, dist, -0.5); tess.addVertex(-0.5, dist, 0.5); tess.setColorRGBA_F(1F, 1F, 1F, max); tess.addVertex(0.5, 1.0625, 0.5); tess.addVertex(-0.5, 1.0625, 0.5); tess.setColorRGBA_F(1F, 1F, 1F, min); tess.addVertex(-0.5, dist, 0.5); tess.addVertex(0.5, dist, 0.5); tess.setColorRGBA_F(1F, 1F, 1F, max); tess.addVertex(0.5, 1.0625, -0.5); tess.addVertex(-0.5, 1.0625, -0.5); tess.setColorRGBA_F(1F, 1F, 1F, min); tess.addVertex(-0.5, dist, -0.5); tess.addVertex(0.5, dist, -0.5); tess.draw(); GL11.glPopMatrix(); } GL11.glDepthMask(true); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); } GL11.glPopMatrix(); } }