2024-12-08 22:30:42 +01:00

76 lines
2.4 KiB
Java

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);
}};
}
}