423db88959
Now uses a new, slightly modified ModelRenderer and ModelBox I adapted to be able to selectively render faces. Also we can now turn off back-face culling without any xyz-fighting.
183 lines
4.4 KiB
Java
183 lines
4.4 KiB
Java
package mekanism.client;
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import mekanism.client.MekanismRenderer.Model3D;
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import mekanism.common.CableUtils;
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import mekanism.common.Mekanism;
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import mekanism.common.MekanismUtils;
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import mekanism.common.TileEntityUniversalCable;
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import mekanism.common.MekanismUtils.ResourceType;
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import net.minecraft.block.Block;
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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.Icon;
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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.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class RenderUniversalCable extends TileEntitySpecialRenderer
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{
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private ModelTransmitter model = new ModelTransmitter();
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private Icon renderIcon = MekanismRenderer.getTextureMap(1).registerIcon("mekanism:LiquidEnergy");
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private static final double offset = 0.015;
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@Override
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public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float partialTick)
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{
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renderAModelAt((TileEntityUniversalCable)tileEntity, x, y, z, partialTick);
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}
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public void renderAModelAt(TileEntityUniversalCable tileEntity, double x, double y, double z, float partialTick)
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{
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func_110628_a(MekanismUtils.getResource(ResourceType.RENDER, "UniversalCable.png"));
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GL11.glPushMatrix();
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GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F);
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GL11.glScalef(1.0F, -1F, -1F);
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GL11.glDisable(GL11.GL_CULL_FACE);
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boolean[] connectable = CableUtils.getConnections(tileEntity);
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model.renderCenter(connectable);
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for(int i = 0; i < 6; i++)
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{
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model.renderSide(ForgeDirection.getOrientation(i), connectable[i]);
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}
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glPopMatrix();
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if(Mekanism.fancyUniversalCableRender)
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{
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push();
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MekanismRenderer.glowOn();
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func_110628_a(MekanismUtils.getResource(ResourceType.TEXTURE_ITEMS, "LiquidEnergy.png"));
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GL11.glTranslatef((float)x, (float)y, (float)z);
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for(int i = 0; i < 6; i++)
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{
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if(connectable[i])
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{
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renderEnergy(ForgeDirection.getOrientation(i));
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}
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}
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renderEnergy(ForgeDirection.UNKNOWN);
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MekanismRenderer.glowOff();
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pop();
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}
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}
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private void pop()
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{
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GL11.glPopAttrib();
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GL11.glPopMatrix();
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}
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private void push()
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{
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GL11.glPushMatrix();
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GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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}
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private void renderEnergy(ForgeDirection side)
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{
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Model3D toReturn = new Model3D();
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toReturn.baseBlock = Block.waterStill;
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toReturn.setTexture(renderIcon);
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switch(side)
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{
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case UNKNOWN:
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{
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toReturn.minX = 0.3 + offset;
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toReturn.minY = 0.3 + offset;
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toReturn.minZ = 0.3 + offset;
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toReturn.maxX = 0.7 - offset;
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toReturn.maxY = 0.7 - offset;
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toReturn.maxZ = 0.7 - offset;
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break;
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}
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case DOWN:
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{
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toReturn.minX = 0.3 + offset;
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toReturn.minY = 0.0;
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toReturn.minZ = 0.3 + offset;
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toReturn.maxX = 0.7 - offset;
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toReturn.maxY = 0.3 + offset;
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toReturn.maxZ = 0.7 - offset;
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break;
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}
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case UP:
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{
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toReturn.minX = 0.3 + offset;
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toReturn.minY = 0.7 - offset;
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toReturn.minZ = 0.3 + offset;
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toReturn.maxX = 0.7 - offset;
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toReturn.maxY = 1.0;
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toReturn.maxZ = 0.7 - offset;
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break;
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}
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case NORTH:
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{
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toReturn.minX = 0.3 + offset;
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toReturn.minY = 0.3 + offset;
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toReturn.minZ = 0.0;
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toReturn.maxX = 0.7 - offset;
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toReturn.maxY = 0.7 - offset;
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toReturn.maxZ = 0.3 + offset;
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break;
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}
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case SOUTH:
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{
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toReturn.minX = 0.3 + offset;
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toReturn.minY = 0.3 + offset;
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toReturn.minZ = 0.7 - offset;
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toReturn.maxX = 0.7 - offset;
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toReturn.maxY = 0.7 - offset;
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toReturn.maxZ = 1.0;
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break;
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}
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case WEST:
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{
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toReturn.minX = 0.0;
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toReturn.minY = 0.3 + offset;
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toReturn.minZ = 0.3 + offset;
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toReturn.maxX = 0.3 + offset;
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toReturn.maxY = 0.7 - offset;
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toReturn.maxZ = 0.7 - offset;
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break;
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}
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case EAST:
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{
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toReturn.minX = 0.7 - offset;
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toReturn.minY = 0.3 + offset;
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toReturn.minZ = 0.3 + offset;
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toReturn.maxX = 1.0;
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toReturn.maxY = 0.7 - offset;
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toReturn.maxZ = 0.7 - offset;
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break;
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}
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}
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MekanismRenderer.renderObject(toReturn);
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}
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}
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