mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
122 lines
3.5 KiB
Java
122 lines
3.5 KiB
Java
package com.hbm.render.tileentity;
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import org.lwjgl.opengl.GL11;
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import com.hbm.blocks.BlockDummyable;
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import com.hbm.main.ResourceManager;
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import com.hbm.tileentity.machine.TileEntitySolarBoiler;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.ChunkCoordinates;
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public class RenderSolarBoiler extends TileEntitySpecialRenderer {
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@Override
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public void renderTileEntityAt(TileEntity te, double x, double y, double z, float interp) {
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GL11.glPushMatrix();
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GL11.glTranslated(x + 0.5D, y, z + 0.5D);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glPushMatrix();
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GL11.glRotatef(90, 0F, 1F, 0F);
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switch(te.getBlockMetadata() - BlockDummyable.offset) {
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case 2: GL11.glRotatef(0, 0F, 1F, 0F); break;
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case 4: GL11.glRotatef(90, 0F, 1F, 0F); break;
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case 3: GL11.glRotatef(180, 0F, 1F, 0F); break;
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case 5: GL11.glRotatef(270, 0F, 1F, 0F); break;
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}
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bindTexture(ResourceManager.solar_tex);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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ResourceManager.solar_boiler.renderPart("Base");
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glPopMatrix();
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if(te instanceof TileEntitySolarBoiler) {
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TileEntitySolarBoiler boiler = (TileEntitySolarBoiler) te;
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Tessellator tess = Tessellator.instance;
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glDisable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glShadeModel(GL11.GL_SMOOTH);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
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GL11.glAlphaFunc(GL11.GL_GREATER, 0);
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GL11.glDepthMask(false);
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for(ChunkCoordinates co : boiler.secondary) {
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int dx = boiler.xCoord - co.posX;
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int dy = boiler.yCoord - co.posY;
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int dz = boiler.zCoord - co.posZ;
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double dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
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float min = 0.005F;
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float max = 0.01F;
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GL11.glPushMatrix();
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GL11.glTranslated(-dx, -dy, -dz);
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double pitch = Math.toDegrees(-Math.asin((dy + 0.5) / dist)) + 90;
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double yaw = Math.toDegrees(-Math.atan2(dz, dx)) + 180;
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GL11.glTranslated(0, 1, 0);
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GL11.glRotated(yaw, 0, 1, 0);
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GL11.glRotated(pitch, 0, 0, 1);
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GL11.glTranslated(0, -1, 0);
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tess.startDrawingQuads();
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tess.setColorRGBA_F(1F, 1F, 1F, max);
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tess.addVertex(0.5, 1.0625, 0.5);
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tess.addVertex(0.5, 1.0625, -0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, min);
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tess.addVertex(0.5, dist, -0.5);
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tess.addVertex(0.5, dist, 0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, max);
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tess.addVertex(-0.5, 1.0625, 0.5);
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tess.addVertex(-0.5, 1.0625, -0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, min);
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tess.addVertex(-0.5, dist, -0.5);
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tess.addVertex(-0.5, dist, 0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, max);
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tess.addVertex(0.5, 1.0625, 0.5);
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tess.addVertex(-0.5, 1.0625, 0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, min);
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tess.addVertex(-0.5, dist, 0.5);
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tess.addVertex(0.5, dist, 0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, max);
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tess.addVertex(0.5, 1.0625, -0.5);
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tess.addVertex(-0.5, 1.0625, -0.5);
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tess.setColorRGBA_F(1F, 1F, 1F, min);
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tess.addVertex(-0.5, dist, -0.5);
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tess.addVertex(0.5, dist, -0.5);
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tess.draw();
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GL11.glPopMatrix();
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}
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GL11.glDepthMask(true);
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GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glDisable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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}
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GL11.glPopMatrix();
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}
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}
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