BloodMagic/src/main/java/WayofTime/alchemicalWizardry/common/renderer/block/RenderReagentConduit.java

62 lines
2.9 KiB
Java

package WayofTime.alchemicalWizardry.common.renderer.block;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.BlockPos;
import net.minecraft.util.ResourceLocation;
import org.lwjgl.opengl.GL11;
import WayofTime.alchemicalWizardry.api.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, int i)
{
if (tileEntity instanceof TEReagentConduit)
{
int renderCount = ((TEReagentConduit) tileEntity).renderCount;
BlockPos pos = tileEntity.getPos();
float key1 = (pos.getX() * 54f - pos.getY() * 38.72f + pos.getZ() * 10.432f);
float key2 = (pos.getX() * 21.43f - pos.getY() * 9.96f + pos.getZ() * 12.8f);
Int3 colourMap = ((TEReagentConduit) tileEntity).getColour();
GL11.glPushMatrix();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer wr = tessellator.getWorldRenderer();
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);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDepthMask(false);
wr.startDrawingQuads();
wr.func_178961_b(colourMap.xCoord, colourMap.yCoord, colourMap.zCoord, 200);
GL11.glTranslated(d0 + 0.5, d1 + 0.5, d2 + 0.5);
GL11.glRotatef(tileEntity.getWorld().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
wr.func_178963_b(240);
wr.addVertexWithUV(-0.5d, 0, -0.5d, 0.0d, 0.0d);
wr.addVertexWithUV(0.5d, 0, -0.5d, 1.0d, 0.0d);
wr.addVertexWithUV(0.5d, 0, 0.5d, 1.0d, 1.0d);
wr.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();
}
}
}