BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/renderer/block/RenderSpellEffectBlock.java
2014-02-06 22:17:22 -05:00

49 lines
2.3 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.block;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import WayofTime.alchemicalWizardry.common.renderer.model.ModelSpellEffectBlock;
import WayofTime.alchemicalWizardry.common.tileEntity.TESpellEffectBlock;
import cpw.mods.fml.client.FMLClientHandler;
public class RenderSpellEffectBlock extends TileEntitySpecialRenderer
{
private ModelSpellEffectBlock modelSpellEffectBlock = new ModelSpellEffectBlock();
@Override
public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f)
{
if (tileEntity instanceof TESpellEffectBlock)
{
TESpellEffectBlock tileSpellBlock = (TESpellEffectBlock) tileEntity;
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_CULL_FACE);
/**
* Render the ghost item inside of the Altar, slowly spinning
*/
GL11.glPushMatrix();
GL11.glTranslatef((float) d0 + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/BlockSpellEffect.png");
int meta = tileEntity.worldObj.getBlockMetadata(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord);
String resource = tileSpellBlock.getResourceLocationForMeta(meta);
test = new ResourceLocation(resource);
FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
GL11.glPushMatrix();
GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
//GL11.glRotatef(90F, 0.0F, 0.0F, 1.0F);
//A reference to your Model file. Again, very important.
this.modelSpellEffectBlock.render((Entity) null, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, tileSpellBlock.getInputDirection(), tileSpellBlock.getOutputDirection());
//Tell it to stop rendering for both the PushMatrix's
GL11.glPopMatrix();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_LIGHTING);
}
}
}