Mekanism-tilera-Edition/common/mekanism/induction/client/render/RenderMultimeter.java
2013-11-16 11:05:04 -05:00

158 lines
No EOL
4.6 KiB
Java

package mekanism.induction.client.render;
import mekanism.induction.client.model.ModelMultimeter;
import mekanism.induction.common.MekanismInduction;
import mekanism.induction.common.tileentity.TileEntityMultimeter;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.common.ForgeDirection;
import org.lwjgl.opengl.GL11;
import universalelectricity.core.electricity.ElectricityDisplay;
import universalelectricity.core.electricity.ElectricityDisplay.ElectricUnit;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
/**
* Class used to render text onto the multimeter block.
*
* @author Calclavia
*
*/
@SideOnly(Side.CLIENT)
public class RenderMultimeter extends TileEntitySpecialRenderer
{
public static final ModelMultimeter MODEL = new ModelMultimeter();
public static final ResourceLocation TEXTURE = new ResourceLocation(MekanismInduction.DOMAIN, MekanismInduction.MODEL_TEXTURE_DIRECTORY + "multimeter.png");
@Override
public void renderTileEntityAt(TileEntity t, double x, double y, double z, float var8)
{
TileEntityMultimeter tileEntity = (TileEntityMultimeter) t;
ForgeDirection direction = ForgeDirection.getOrientation(tileEntity.worldObj.getBlockMetadata(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord));
GL11.glPushMatrix();
GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5);
GL11.glRotatef(90, 0, 0, 1);
GL11.glTranslated(0, -1, 0);
switch (direction)
{
case UP:
GL11.glRotatef(90, 0, 1, 0);
break;
case DOWN:
GL11.glRotatef(-90, 0, 1, 0);
break;
case NORTH:
GL11.glRotatef(180, 0, 1, 0);
GL11.glRotatef(180, 0, 0, 1);
GL11.glTranslatef(0, -2, 0);
break;
case SOUTH:
break;
case WEST:
GL11.glTranslatef(0, 1, 1);
GL11.glRotatef(-90, 1, 0, 0);
break;
case EAST:
GL11.glTranslatef(0, 1, -1);
GL11.glRotatef(90, 1, 0, 0);
break;
}
this.bindTexture(TEXTURE);
MODEL.render(0.0625f);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glPolygonOffset(-10, -10);
GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
float dx = 1F / 16;
float dz = 1F / 16;
float displayWidth = 1 - 2F / 16;
float displayHeight = 1 - 2F / 16;
GL11.glTranslatef((float) x, (float) y, (float) z);
switch (direction)
{
case UP:
GL11.glTranslatef(1, 1, 0);
GL11.glRotatef(180, 1, 0, 0);
GL11.glRotatef(180, 0, 1, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case DOWN:
GL11.glRotatef(180, 0, 1, 0);
GL11.glTranslatef(-1, -0.9f, -1.1f);
break;
case SOUTH:
GL11.glTranslatef(1, 1, 1);
GL11.glRotatef(180, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case NORTH:
GL11.glTranslatef(0, 1, 0);
GL11.glRotatef(0, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case EAST:
GL11.glTranslatef(1, 1, 0);
GL11.glRotatef(-90, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
case WEST:
GL11.glTranslatef(0, 1, 1);
GL11.glRotatef(90, 0, 1, 0);
GL11.glRotatef(90, 1, 0, 0);
GL11.glTranslatef(0, -0.9f, -0.1f);
break;
}
GL11.glTranslatef(dx + displayWidth / 2, 1F, dz + displayHeight / 2);
GL11.glRotatef(-90, 1, 0, 0);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
FontRenderer fontRenderer = this.getFontRenderer();
String joules = ElectricityDisplay.getDisplayShort(tileEntity.getDetectedEnergy(), ElectricUnit.JOULES);
int stringWidth = Math.max(fontRenderer.getStringWidth(joules), 0);
// maxWidth += 8;
int lineHeight = fontRenderer.FONT_HEIGHT + 2;
int requiredHeight = lineHeight * 1;
/**
* Create an average scale.
*/
float scaleX = displayWidth / stringWidth;
float scaleY = displayHeight / requiredHeight;
float scale = (float) (Math.min(scaleX, scaleY) * 0.8);
GL11.glScalef(scale, -scale, scale);
GL11.glDepthMask(false);
int realHeight = (int) Math.floor(displayHeight / scale);
int realWidth = (int) Math.floor(displayWidth / scale);
int offsetY = (realHeight - requiredHeight) / 2;
int offsetX = (realWidth - stringWidth) / 2;
GL11.glDisable(GL11.GL_LIGHTING);
fontRenderer.drawString(joules, offsetX - realWidth / 2, 1 + offsetY - realHeight / 2 + 0 * lineHeight, 1);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDepthMask(true);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_POLYGON_OFFSET_FILL);
GL11.glPopMatrix();
}
}