72 lines
2.3 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.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();
}
}