Java tutorial
/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>. */ package appeng.client.render.blocks; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import net.minecraft.client.Minecraft; import net.minecraft.client.model.ModelChest; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import net.minecraftforge.client.IItemRenderer.ItemRenderType; import appeng.block.storage.BlockSkyChest; import appeng.client.render.BaseBlockRender; import appeng.tile.storage.TileSkyChest; public class RenderBlockSkyChest extends BaseBlockRender<BlockSkyChest, TileSkyChest> { private static final ResourceLocation SKY_STONE_CHEST = new ResourceLocation("appliedenergistics2", "textures/models/skychest.png"); private static final ResourceLocation SKY_BLOCK_CHEST = new ResourceLocation("appliedenergistics2", "textures/models/skyblockchest.png"); private static final ResourceLocation[] METADATA_TO_TEXTURE = { SKY_STONE_CHEST, SKY_BLOCK_CHEST }; private final ModelChest model = new ModelChest(); public RenderBlockSkyChest() { super(true, 80); } @Override public void renderInventory(final BlockSkyChest blk, final ItemStack is, final RenderBlocks renderer, final ItemRenderType type, final Object[] obj) { GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); final int metaData = is.getItemDamage(); final ResourceLocation loc = METADATA_TO_TEXTURE[metaData]; Minecraft.getMinecraft().getTextureManager().bindTexture(loc); GL11.glScalef(1.0F, -1F, -1F); GL11.glTranslatef(-0.0F, -1.0F, -1.0F); this.model.chestLid.offsetY = -(0.9f / 16.0f); final float lidAngle = 0.0f; this.model.chestLid.rotateAngleX = -((lidAngle * 3.141593F) / 2.0F); this.model.renderAll(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); } @Override public boolean renderInWorld(final BlockSkyChest blk, final IBlockAccess world, final int x, final int y, final int z, final RenderBlocks renderer) { return true; } @Override public void renderTile(final BlockSkyChest block, final TileSkyChest skyChest, final Tessellator tess, final double x, final double y, final double z, final float partialTick, final RenderBlocks renderer) { if (skyChest == null) { return; } if (!skyChest.hasWorldObj()) { return; } GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); final int metaData = skyChest.getWorldObj().getBlockMetadata(skyChest.xCoord, skyChest.yCoord, skyChest.zCoord); final ResourceLocation loc = METADATA_TO_TEXTURE[metaData]; Minecraft.getMinecraft().getTextureManager().bindTexture(loc); this.applyTESRRotation(x, y, z, skyChest.getForward(), skyChest.getUp()); GL11.glScalef(1.0F, -1F, -1F); GL11.glTranslatef(-0.0F, -1.0F, -1.0F); final long now = System.currentTimeMillis(); final long distance = now - skyChest.getLastEvent(); if (skyChest.getPlayerOpen() > 0) { skyChest.setLidAngle(skyChest.getLidAngle() + distance * 0.0001f); } else { skyChest.setLidAngle(skyChest.getLidAngle() - distance * 0.0001f); } if (skyChest.getLidAngle() > 0.5f) { skyChest.setLidAngle(0.5f); } if (skyChest.getLidAngle() < 0.0f) { skyChest.setLidAngle(0.0f); } float lidAngle = skyChest.getLidAngle(); lidAngle = 1.0F - lidAngle; lidAngle = 1.0F - lidAngle * lidAngle * lidAngle; this.model.chestLid.offsetY = -(1.01f / 16.0f); this.model.chestLid.rotateAngleX = -((lidAngle * 3.141593F) / 2.0F); // The vanilla chests wants culling reversed... GL11.glCullFace(GL11.GL_FRONT); this.model.renderAll(); GL11.glCullFace(GL11.GL_BACK); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); } }