122 lines
3.5 KiB
Java

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.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) {
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();
}
}