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.oil.TileEntityMachineSolidifier; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; public class RenderSolidifier extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslated(x + 0.5D, y, z + 0.5D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); switch(tileEntity.getBlockMetadata() - BlockDummyable.offset) { case 2: GL11.glRotatef(90, 0F, 1F, 0F); break; case 4: GL11.glRotatef(180, 0F, 1F, 0F); break; case 3: GL11.glRotatef(270, 0F, 1F, 0F); break; case 5: GL11.glRotatef(0, 0F, 1F, 0F); break; } TileEntityMachineSolidifier liq = (TileEntityMachineSolidifier) tileEntity; GL11.glShadeModel(GL11.GL_SMOOTH); bindTexture(ResourceManager.solidifier_tex); ResourceManager.solidifier.renderPart("Main"); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); if(liq.tank.getFill() > 0) { int color = liq.tank.getTankType().getColor(); GL11.glColor3ub((byte) ((color & 0xFF0000) >> 16), (byte) ((color & 0x00FF00) >> 8), (byte) ((color & 0x0000FF) >> 0)); double height = (double)liq.tank.getFill() / (double)liq.tank.getMaxFill(); GL11.glPushMatrix(); GL11.glTranslated(0, 1.25, 0); GL11.glScaled(1, height, 1); GL11.glTranslated(0, -1.25, 0); ResourceManager.solidifier.renderPart("Fluid"); GL11.glPopMatrix(); } GL11.glEnable(GL11.GL_BLEND); GL11.glAlphaFunc(GL11.GL_GREATER, 0); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glColor4f(0.75F, 1.0F, 1.0F, 0.15F); GL11.glDepthMask(false); ResourceManager.solidifier.renderPart("Glass"); GL11.glDepthMask(true); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glShadeModel(GL11.GL_FLAT); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } }