package minefantasy.mf2.client.render.block;
import java.util.Random;
import minefantasy.mf2.api.helpers.TextureHelperMF;
import minefantasy.mf2.block.tileentity.TileEntityBombPress;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.tileentity.TileEntity;
import org.lwjgl.opengl.GL11;
/**
*
* @author Anonymous Productions
*
* Sources are provided for educational reasons.
* though small bits of code, or methods can be used in your own creations.
*
* Custom renderers based off render tutorial by MC_DucksAreBest
*/
public class TileEntityBombPressRenderer extends TileEntitySpecialRenderer
{
public TileEntityBombPressRenderer()
{
model = new ModelBombPress();
}
public void renderAModelAt(TileEntity tile, double d, double d1, double d2, float f)
{
int i = 0;
if (tile.getWorldObj() != null)
{
i = tile.getBlockMetadata();
}
for(int a = 0; a < 2; a ++)
{
if(shouldRender(tile, a))
{
this.renderModelAt("bombPress", i, d, d1, d2, f, a, ((TileEntityBombPress)tile).animation);
}
}
}
public void renderModelAt(String tex, int meta, double d, double d1, double d2, float f, int renderPass, float animation)
{
int i = meta;
int j = 90 * i;
if (i == 0) {
j = 0;
}
if (i == 1) {
j = 270;
}
if (i == 2) {
j = 180;
}
if (i == 3) {
j = 90;
}
if (i == 4) {
j = 90;
}
bindTextureByName("textures/models/tileentity/"+tex+".png"); //texture
GL11.glPushMatrix(); //start
GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1, (float) d2 + 0.5F); //size
GL11.glRotatef(j+180F, 0.0F, 1.0F, 0.0F); //rotate based on metadata
GL11.glScalef(1F, -1F, -1F); //if you read this comment out this line and you can see what happens
GL11.glPushMatrix();
model.renderModel(0.0625F, animation);
GL11.glPopMatrix();
GL11.glColor3f(255, 255, 255);
GL11.glPopMatrix(); //end
}
private void bindTextureByName(String image)
{
Minecraft.getMinecraft().renderEngine.bindTexture(TextureHelperMF.getResource(image));
}
@Override
public void renderTileEntityAt(TileEntity tileentity, double d, double d1, double d2, float f) {
renderAModelAt (tileentity, d, d1, d2, f); //where to render
}
private ModelBombPress model;
private Random random = new Random();
private boolean shouldRender(TileEntity tile, int p)
{
Minecraft mc = Minecraft.getMinecraft();
EntityPlayer sp = mc.thePlayer;
if(p == 1)//GRID
{
return false;
}
return true;
}
}