BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/renderer/model/ModelBloodAltar.java
2014-01-17 21:43:13 +00:00

71 lines
3.2 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.model;
import WayofTime.alchemicalWizardry.common.tileEntity.TEAltar;
import cpw.mods.fml.client.FMLClientHandler;
import net.minecraft.client.model.ModelBase;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;
import org.lwjgl.opengl.GL11;
public class ModelBloodAltar extends ModelBase
{
private IModelCustom modelBloodAltar;
private IModelCustom modelBloodLevel; //TODO
public ModelBloodAltar()
{
modelBloodAltar = AdvancedModelLoader.loadModel("/assets/alchemicalwizardry/models/bloodaltar-fixeUV.obj");
modelBloodLevel = AdvancedModelLoader.loadModel("/assets/alchemicalwizardry/models/bloodlevel.obj");
}
public void renderBloodAltar()
{
modelBloodAltar.renderAll();
}
public void renderBloodLevel()
{
modelBloodLevel.renderAll();
}
public void renderBloodAltar(TEAltar altar, double x, double y, double z)
{
float scale = 0.1f;
// Push a blank matrix onto the stack
GL11.glPushMatrix();
// Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
GL11.glTranslatef((float) x + 0.5f, (float) y, (float) z + 0.5f);
// Scale our object to about half-size in all directions (the OBJ file is a little large)
GL11.glScalef(scale, scale, scale);
// Bind the texture, so that OpenGL properly textures our block.
ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/altar.png");
//FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/alchemicalwizardry/textures/models/altar.png");
FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
// Render the object, using modelTutBox.renderAll();
this.renderBloodAltar();
// Pop this matrix from the stack.
GL11.glPopMatrix();
}
public void renderBloodLevel(TEAltar altar, double x, double y, double z)
{
float scale = 0.1f;
// Push a blank matrix onto the stack
GL11.glPushMatrix();
float level = altar.getFluidAmount();
// Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
GL11.glTranslatef((float) x + 0.5f, (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z + 0.5f);
// Scale our object to about half-size in all directions (the OBJ file is a little large)
GL11.glScalef(scale, scale, scale);
// Bind the texture, so that OpenGL properly textures our block.
ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/blood.png");
//FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/alchemicalwizardry/textures/models/altar.png");
FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
// Render the object, using modelTutBox.renderAll();
this.renderBloodLevel();
// Pop this matrix from the stack.
GL11.glPopMatrix();
}
}