package com.hbm.render.tileentity; import org.lwjgl.opengl.GL11; import com.hbm.blocks.BlockDummyable; import com.hbm.blocks.ModBlocks; import com.hbm.main.ResourceManager; import com.hbm.render.item.ItemRenderBase; import com.hbm.tileentity.machine.TileEntityMachineAmmoPress; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.item.Item; import net.minecraft.tileentity.TileEntity; import net.minecraftforge.client.IItemRenderer; public class RenderAmmoPress extends TileEntitySpecialRenderer implements IItemRendererProvider { @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); GL11.glShadeModel(GL11.GL_SMOOTH); TileEntityMachineAmmoPress tile = (TileEntityMachineAmmoPress) tileEntity; 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; } float press = tile.prevPress + (tile.press - tile.prevPress) * f; float lift = tile.prevLift + (tile.lift - tile.prevLift) * f; bindTexture(ResourceManager.ammo_press_tex); ResourceManager.ammo_press.renderPart("Frame"); GL11.glPushMatrix(); GL11.glTranslatef(0, -press * 0.25F, 0); ResourceManager.ammo_press.renderPart("Press"); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslatef(0, lift * 0.5F - 0.5F, 0); ResourceManager.ammo_press.renderPart("Shells"); if(tile.animState == tile.animState.RETRACTING || tile.animState == tile.animState.LOWERING) ResourceManager.ammo_press.renderPart("Bullets"); GL11.glPopMatrix(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glPopMatrix(); } @Override public Item getItemForRenderer() { return Item.getItemFromBlock(ModBlocks.machine_ammo_press); } @Override public IItemRenderer getRenderer() { return new ItemRenderBase( ) { public void renderInventory() { GL11.glTranslated(0, -2.5, 0); GL11.glScaled(5, 5, 5); } public void renderCommon() { GL11.glRotatef(90, 0F, 1F, 0F); bindTexture(ResourceManager.ammo_press_tex); ResourceManager.ammo_press.renderAll(); GL11.glShadeModel(GL11.GL_FLAT); }}; } }