package minefantasy.mf2.client.render.block;
import java.util.Random;
import minefantasy.mf2.api.helpers.TextureHelperMF;
import minefantasy.mf2.block.tileentity.TileEntityTrough;
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;
public class TileEntityTroughRenderer extends TileEntitySpecialRenderer
{
public TileEntityTroughRenderer()
{
model = new ModelTrough();
}
public void renderAModelAt(TileEntityTrough tile, double d, double d1, double d2, float f)
{
int i = 0;
if (tile.getWorldObj() != null)
{
i = tile.getBlockMetadata();
}
this.renderModelAt(tile, i, d, d1, d2, f);
}
public void renderModelAt(TileEntityTrough tile, int meta, double d, double d1, double d2, float f)
{
int i = meta;
int j = 90 * i;
if (i == 1) {
j = 0;
}
if (i == 2) {
j = 270;
}
if (i == 3) {
j = 180;
}
if (i == 0) {
j = 90;
}
if (i == 0) {
j = 90;
}
bindTextureByName("textures/models/tileentity/Trough_"+tile.getName()+".png"); //texture
GL11.glPushMatrix(); //start
float scale = 1.0F;
float yOffset = 1/16F;
GL11.glTranslatef((float) d + 0.5F, (float) d1 + yOffset, (float) d2 + 0.5F); //size
GL11.glRotatef(j, 0.0F, 1.0F, 0.0F); //rotate based on metadata
GL11.glScalef(scale, -scale, -scale); //if you read this comment out this line and you can see what happens
GL11.glPushMatrix();
float level = 0F;
model.renderModel(0.0625F);
float height = (float)tile.fill / (float)tile.getCapacity();
if(tile.fill > 0)
{
GL11.glColor4f(255, 255, 255, 0.5F);
GL11.glTranslatef(0F, -height*0.35F, 0F);
model.renderWater(0.0625F);
}
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((TileEntityTrough) tileentity, d, d1, d2, f); //where to render
}
private ModelTrough model;
private Random random = new Random();
}