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