package com.pixelutilitys.models.renderers;
import com.pixelutilitys.models.RedCusionChairModel;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
public class RedCusionChairRenderer extends TileEntitySpecialRenderer {
ResourceLocation texture = new ResourceLocation("pixelutilitys:textures/specialmodels/RedCusionChair.png");
//The model of your block
private final RedCusionChairModel model;
public RedCusionChairRenderer() {
this.model = new RedCusionChairModel();
}
private void adjustRotatePivotViaMeta(World world, int x, int y, int z) {
int meta = world.getBlockMetadata(x, y, z);
GL11.glPushMatrix();
GL11.glRotatef(meta * (-90), 0.0F, 0.0F, 1.0F);
GL11.glPopMatrix();
}
@Override
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
//The PushMatrix tells the renderer to "start" doing something.
GL11.glPushMatrix();
//This is setting the initial location.
GL11.glTranslatef((float) x + 0.5F, (float) y + 1.7F, (float) z + 0.5F);
//This is the texture of your block. It's pathed to be the same place as your other blocks here.
//Outdated bindTextureByName("/mods/roads/textures/blocks/TrafficLightPoleRed.png");
//Use in 1.6.2 this
//the ':' is very important
//binding the textures
this.bindTexture(texture);
//This rotation part is very important! Without it, your model will render upside-down! And for some reason you DO need PushMatrix again!
GL11.glPushMatrix();
GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
//A reference to your Model file. Again, very important.
this.model.render(null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0700F);
//Tell it to stop rendering for both the PushMatrix's
GL11.glPopMatrix();
GL11.glPopMatrix();
}
//Set the lighting stuff, so it changes it's brightness properly.
private void adjustLightFixture(World world, int i, int j, int k, Block block) {
// float brightness = block.getBlockBrightness(world, i, j, k);
int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
int modulousModifier = skyLight % 65536;
int divModifier = skyLight / 65536;
// tess.setColorOpaque_F(brightness, brightness, brightness);
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) modulousModifier, divModifier);
this.bindTexture(texture);
}
}