package WayofTime.alchemicalWizardry.common.renderer.block; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import WayofTime.alchemicalWizardry.common.Int3; import WayofTime.alchemicalWizardry.common.tileEntity.TEReagentConduit; public class RenderReagentConduit extends TileEntitySpecialRenderer { private static final ResourceLocation field_110629_a = new ResourceLocation("alchemicalwizardry:textures/models/SimpleTransCircle.png"); @Override public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f) { if (tileEntity instanceof TEReagentConduit) { int renderCount = ((TEReagentConduit)tileEntity).renderCount; float key1 = (tileEntity.xCoord*54f - tileEntity.yCoord*38.72f + tileEntity.zCoord*10.432f); float key2 = (tileEntity.xCoord*21.43f - tileEntity.yCoord*9.96f + tileEntity.zCoord*12.8f); Int3 colourMap = ((TEReagentConduit) tileEntity).getColour(); GL11.glPushMatrix(); float f1 = 1.0f; Tessellator tessellator = Tessellator.instance; this.bindTexture(field_110629_a); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); float f2 = 0; float f3 = -f2 * 0.2F - (float)MathHelper.floor_float(-f2 * 0.1F); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthMask(false); tessellator.startDrawingQuads(); tessellator.setColorRGBA(colourMap.xCoord, colourMap.yCoord, colourMap.zCoord, 200); //tessellator.setColorOpaque(255, 255, 255); GL11.glTranslated(d0+0.5, d1+0.5, d2+0.5); GL11.glRotatef(tileEntity.getWorldObj().getWorldTime()/3.0f, 0F, 1F, 0F); //Rotate on planar axis GL11.glRotatef(renderCount + key1, 0F, 0F, 1F); //Rotate vertical axis GL11.glRotatef(renderCount*2f + key2, 1F, 0F, 0F); //Rotate cylindrically double offset = 0; tessellator.setBrightness(240); // GL11.glTranslatef(0F, s, s); // GL11.glScalef(1F, s * 14F, s * 14F); tessellator.addVertexWithUV(-0.5d, 0, -0.5d, 0.0d, 0.0d); tessellator.addVertexWithUV(0.5d, 0, -0.5d, 1.0d, 0.0d); tessellator.addVertexWithUV(0.5d, 0, 0.5d, 1.0d, 1.0d); tessellator.addVertexWithUV(-0.5d, 0, 0.5d, 0.0d, 1.0d); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); GL11.glPopMatrix(); } } }