electrodynamics/archive/oldtroughrender.java
2014-01-19 17:01:35 +08:00

83 lines
2.7 KiB
Java

if (te instanceof TilePipe)
{
TilePipe tile = (TilePipe) te;
if (material == FluidContainerMaterial.WOOD || material == FluidContainerMaterial.STONE)
{
FluidStack liquid = tile.getInternalTank().getFluid();
int cap = tile.getInternalTank().getCapacity();
// FluidStack liquid = new FluidStack(FluidRegistry.WATER, cap);
if (liquid != null && liquid.amount > 100)
{
float per = Math.max(1, (float) liquid.amount / (float) (cap));
int[] displayList = RenderFluidHelper.getFluidDisplayLists(liquid, te.worldObj, false);
bindTexture(RenderFluidHelper.getFluidSheet(liquid));
GL11.glPushMatrix();
GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glTranslatef((float) d + 0.3F, (float) d1 + 0.1F, (float) d2 + 0.3F);
GL11.glScalef(0.4F, 0.4F, 0.4F);
GL11.glCallList(displayList[(int) (per * (RenderFluidHelper.DISPLAY_STAGES - 1))]);
GL11.glPopAttrib();
GL11.glPopMatrix();
for (ForgeDirection direction : ForgeDirection.VALID_DIRECTIONS)
{
if (tile.canRenderSide(direction) && direction != ForgeDirection.UP && direction != ForgeDirection.DOWN)
{
GL11.glPushMatrix();
GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
switch (direction.ordinal())
{
case 4:
GL11.glTranslatef((float) d + 0F, (float) d1 + 0.1F, (float) d2 + 0.3F);
break;
case 5:
GL11.glTranslatef((float) d + 0.7F, (float) d1 + 0.1F, (float) d2 + 0.3F);
break;
case 2:
GL11.glTranslatef((float) d + 0.3F, (float) d1 + 0.1F, (float) d2 + 0F);
break;
case 3:
GL11.glTranslatef((float) d + 0.3F, (float) d1 + 0.1F, (float) d2 + 0.7F);
break;
}
GL11.glScalef(0.3F, 0.4F, 0.4F);
GL11.glCallList(displayList[(int) (per * (RenderFluidHelper.DISPLAY_STAGES - 1))]);
GL11.glPopAttrib();
GL11.glPopMatrix();
}
}
}
}
GL11.glPushMatrix();
GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
GL11.glScalef(1.0F, -1F, -1F);
bindTexture(RenderPipe.getTexture(material, 0));
render(material, tile.getSubID(), tile.renderSides);
GL11.glPopMatrix();
}
else
{
GL11.glPushMatrix();
GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1.5F, (float) d2 + 0.5F);
GL11.glScalef(1.0F, -1F, -1F);
render(material, 0, (byte) 0b0);
GL11.glPopMatrix();
}