Mekanism-tilera-Edition/src/minecraft/net/uberkat/obsidian/client/RenderObsidianTNT.java

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package net.uberkat.obsidian.client;
import net.minecraft.src.*;
import net.uberkat.obsidian.common.EntityObsidianTNT;
import net.uberkat.obsidian.common.ObsidianIngots;
import org.lwjgl.opengl.GL11;
public class RenderObsidianTNT extends Render
{
private RenderBlocks blockRenderer;
public RenderObsidianTNT()
{
blockRenderer = new RenderBlocks();
shadowSize = 0.5F;
}
public void renderObsidianTNT(EntityObsidianTNT entityobsidiantnt, double d, double d1, double d2, float f, float f1)
{
GL11.glPushMatrix();
GL11.glTranslatef((float)d, (float)d1, (float)d2);
if (((float)entityobsidiantnt.fuse - f1) + 1.0F < 10F)
{
float f2 = 1.0F - (((float)entityobsidiantnt.fuse - f1) + 1.0F) / 10F;
if (f2 < 0.0F)
{
f2 = 0.0F;
}
if (f2 > 1.0F)
{
f2 = 1.0F;
}
f2 *= f2;
f2 *= f2;
float f4 = 1.0F + f2 * 0.3F;
GL11.glScalef(f4, f4, f4);
}
float f3 = (1.0F - (((float)entityobsidiantnt.fuse - f1) + 1.0F) / 100F) * 0.8F;
loadTexture("/textures/terrain.png");
blockRenderer.renderBlockAsItem(ObsidianIngots.ObsidianTNT, 0, entityobsidiantnt.getBrightness(f1));
if ((entityobsidiantnt.fuse / 5) % 2 == 0)
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_DST_ALPHA);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f3);
blockRenderer.renderBlockAsItem(ObsidianIngots.ObsidianTNT, 0, 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
GL11.glPopMatrix();
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity entity, double d, double d1, double d2, float f, float f1)
{
renderObsidianTNT((EntityObsidianTNT)entity, d, d1, d2, f, f1);
}
}