package WayofTime.bloodmagic.api.alchemyCrafting; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.WorldRenderer; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.EnumFacing; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; public class AlchemyCircleRenderer { public float offsetFromFace = -0.9f; public final ResourceLocation arrayResource; public AlchemyCircleRenderer(ResourceLocation arrayResource) { this.arrayResource = arrayResource; } public void renderAt(TileEntity tile, double x, double y, double z) { Tessellator tessellator = Tessellator.getInstance(); WorldRenderer wr = tessellator.getWorldRenderer(); GL11.glPushMatrix(); // float rot = (float)(this.worldObj.provider.getWorldTime() % (360 / // this.rotationspeed) * this.rotationspeed) + this.rotationspeed * f; float rot = 0; float size = 1.0F; // Bind the texture to the circle Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource); GL11.glTexParameterf(3553, 10242, 10497.0F); GL11.glTexParameterf(3553, 10243, 10497.0F); GL11.glDisable(2884); GL11.glEnable(3042); GL11.glBlendFunc(770, 1); GL11.glTranslated(x, y, z); EnumFacing sideHit = EnumFacing.UP; // Specify which face this "circle" // is located on GL11.glTranslatef(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace); switch (sideHit) { case DOWN: GL11.glTranslatef(0, 0, 1); GL11.glRotatef(-90.0f, 1, 0, 0); break; case EAST: GL11.glRotatef(-90.0f, 0, 1, 0); GL11.glTranslatef(0, 0, -1); break; case NORTH: break; case SOUTH: GL11.glRotatef(180.0f, 0, 1, 0); GL11.glTranslatef(-1, 0, -1); break; case UP: GL11.glTranslatef(0, 1, 0); GL11.glRotatef(90.0f, 1, 0, 0); break; case WEST: GL11.glTranslatef(0, 0, 1); GL11.glRotatef(90.0f, 0, 1, 0); break; } GL11.glPushMatrix(); GL11.glTranslatef(0.5f, 0.5f, 0); GL11.glRotatef(rot, 0, 0, 1); double var31 = 0.0D; double var33 = 1.0D; double var35 = 0; double var37 = 1; // GL11.glRotatef(60.0F, 0.0F, 1.0F, 0.0F); wr.begin(7, DefaultVertexFormats.POSITION_TEX); // wr.setBrightness(200); // wr.putColorRGB_F(1, 1, 1, 1); // wr.putColorMultiplier(1, 1, 1, 1); wr.pos(0.5, 0.5, 0.0D).tex(var33, var37).endVertex(); wr.pos(0.5, -0.5, 0.0D).tex(var33, var35).endVertex(); wr.pos(-0.5, -0.5, 0.0D).tex(var31, var35).endVertex(); wr.pos(-0.5, 0.5, 0.0D).tex(var31, var37).endVertex(); tessellator.draw(); GL11.glPopMatrix(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDepthMask(true); GL11.glDisable(3042); GL11.glEnable(2884); // GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glPopMatrix(); } }