resonant-induction/minecraft/liquidmechanics/client/render/BlockRenderHelper.java
Rseifert eb923b84db Added sink block
simple, nicer looking way of filling buckets, water viels, cleaning
color off of armor.
2013-01-22 03:36:59 -05:00

105 lines
4.6 KiB
Java

package liquidmechanics.client.render;
import liquidmechanics.api.helpers.connectionHelper;
import liquidmechanics.client.model.ModelGearRod;
import liquidmechanics.client.model.ModelGenerator;
import liquidmechanics.client.model.ModelLargePipe;
import liquidmechanics.client.model.ModelLiquidTank;
import liquidmechanics.client.model.ModelPump;
import liquidmechanics.client.model.ModelReleaseValve;
import liquidmechanics.client.model.ModelSink;
import liquidmechanics.common.LiquidMechanics;
import liquidmechanics.common.tileentity.TileEntityReleaseValve;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.common.ForgeDirection;
import org.lwjgl.opengl.GL11;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.client.registry.RenderingRegistry;
public class BlockRenderHelper implements ISimpleBlockRenderingHandler
{
public static BlockRenderHelper instance = new BlockRenderHelper();
public static int renderID = RenderingRegistry.getNextAvailableRenderId();
private ModelPump modelPump = new ModelPump();
private ModelGearRod modelRod = new ModelGearRod();
private ModelGenerator modelGen = new ModelGenerator();
private ModelLargePipe SixPipe = new ModelLargePipe();
private ModelLiquidTank tank = new ModelLiquidTank();
private ModelReleaseValve valve = new ModelReleaseValve();
private ModelSink sink = new ModelSink();
@Override
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer)
{
if (block.blockID == LiquidMechanics.blockMachine.blockID && metadata < 4)
{
GL11.glPushMatrix();
GL11.glTranslatef((float) 0.0F, (float) 1.1F, (float) 0.0F);
GL11.glRotatef(180f, 0f, 0f, 1f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "pumps/Pump.png"));
modelPump.renderMain(0.0725F);
modelPump.renderC1(0.0725F);
modelPump.renderC2(0.0725F);
modelPump.renderC3(0.0725F);
GL11.glPopMatrix();
}
if (block.blockID == LiquidMechanics.blockSink.blockID)
{
GL11.glPushMatrix();
GL11.glTranslatef((float) 0.0F, (float) .8F, (float) 0.0F);
GL11.glRotatef(180f, 0f, 0f, 1f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "Sink.png"));
sink.render(0.0565F);
GL11.glPopMatrix();
}
if (block.blockID == LiquidMechanics.blockTank.blockID)
{
GL11.glPushMatrix();
GL11.glTranslatef((float) 0.0F, (float) 1.0F, (float) 0.0F);
GL11.glRotatef(180f, 0f, 0f, 1f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(RenderTank.getTankTexture(metadata)));
tank.renderMain(0.0625F);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(RenderTank.getGuageTexture(metadata,4)));
tank.renderMeter(null, 0.0565F);
GL11.glPopMatrix();
}
if (block.blockID == LiquidMechanics.blockRod.blockID)
{
GL11.glPushMatrix();
GL11.glTranslatef((float) 0.0F, (float) 1.5F, (float) 0.0F);
GL11.glRotatef(180f, 0f, 0f, 1f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "mechanical/GearRod.png"));
modelRod.render(0.0825F, 0);
GL11.glPopMatrix();
}
if (block.blockID == LiquidMechanics.blockGenerator.blockID)
{
GL11.glPushMatrix();
GL11.glTranslatef((float) 0.0F, (float) 1.0F, (float) 0.0F);
GL11.glRotatef(180f, 0f, 0f, 1f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "mechanical/Generator.png"));
modelGen.render(null);
GL11.glPopMatrix();
}
}
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
{
return false;
}
public boolean shouldRender3DInInventory()
{
return true;
}
public int getRenderId()
{
return renderID;
}
}