eb923b84db
simple, nicer looking way of filling buckets, water viels, cleaning color off of armor.
105 lines
4.6 KiB
Java
105 lines
4.6 KiB
Java
package liquidmechanics.client.render;
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import liquidmechanics.api.helpers.connectionHelper;
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import liquidmechanics.client.model.ModelGearRod;
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import liquidmechanics.client.model.ModelGenerator;
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import liquidmechanics.client.model.ModelLargePipe;
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import liquidmechanics.client.model.ModelLiquidTank;
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import liquidmechanics.client.model.ModelPump;
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import liquidmechanics.client.model.ModelReleaseValve;
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import liquidmechanics.client.model.ModelSink;
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import liquidmechanics.common.LiquidMechanics;
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import liquidmechanics.common.tileentity.TileEntityReleaseValve;
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import net.minecraft.block.Block;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.common.ForgeDirection;
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import org.lwjgl.opengl.GL11;
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import cpw.mods.fml.client.FMLClientHandler;
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import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
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import cpw.mods.fml.client.registry.RenderingRegistry;
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public class BlockRenderHelper implements ISimpleBlockRenderingHandler
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{
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public static BlockRenderHelper instance = new BlockRenderHelper();
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public static int renderID = RenderingRegistry.getNextAvailableRenderId();
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private ModelPump modelPump = new ModelPump();
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private ModelGearRod modelRod = new ModelGearRod();
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private ModelGenerator modelGen = new ModelGenerator();
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private ModelLargePipe SixPipe = new ModelLargePipe();
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private ModelLiquidTank tank = new ModelLiquidTank();
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private ModelReleaseValve valve = new ModelReleaseValve();
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private ModelSink sink = new ModelSink();
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@Override
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public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer)
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{
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if (block.blockID == LiquidMechanics.blockMachine.blockID && metadata < 4)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float) 0.0F, (float) 1.1F, (float) 0.0F);
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GL11.glRotatef(180f, 0f, 0f, 1f);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "pumps/Pump.png"));
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modelPump.renderMain(0.0725F);
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modelPump.renderC1(0.0725F);
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modelPump.renderC2(0.0725F);
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modelPump.renderC3(0.0725F);
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GL11.glPopMatrix();
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}
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if (block.blockID == LiquidMechanics.blockSink.blockID)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float) 0.0F, (float) .8F, (float) 0.0F);
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GL11.glRotatef(180f, 0f, 0f, 1f);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "Sink.png"));
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sink.render(0.0565F);
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GL11.glPopMatrix();
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}
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if (block.blockID == LiquidMechanics.blockTank.blockID)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float) 0.0F, (float) 1.0F, (float) 0.0F);
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GL11.glRotatef(180f, 0f, 0f, 1f);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(RenderTank.getTankTexture(metadata)));
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tank.renderMain(0.0625F);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(RenderTank.getGuageTexture(metadata,4)));
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tank.renderMeter(null, 0.0565F);
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GL11.glPopMatrix();
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}
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if (block.blockID == LiquidMechanics.blockRod.blockID)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float) 0.0F, (float) 1.5F, (float) 0.0F);
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GL11.glRotatef(180f, 0f, 0f, 1f);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "mechanical/GearRod.png"));
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modelRod.render(0.0825F, 0);
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GL11.glPopMatrix();
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}
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if (block.blockID == LiquidMechanics.blockGenerator.blockID)
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{
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GL11.glPushMatrix();
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GL11.glTranslatef((float) 0.0F, (float) 1.0F, (float) 0.0F);
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GL11.glRotatef(180f, 0f, 0f, 1f);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, FMLClientHandler.instance().getClient().renderEngine.getTexture(LiquidMechanics.RESOURCE_PATH + "mechanical/Generator.png"));
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modelGen.render(null);
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GL11.glPopMatrix();
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}
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}
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public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)
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{
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return false;
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}
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public boolean shouldRender3DInInventory()
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{
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return true;
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}
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public int getRenderId()
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{
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return renderID;
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}
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}
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