Java tutorial
/** * Copyright (c) 2011-2014, SpaceToad and the BuildCraft Team * http://www.mod-buildcraft.com * * BuildCraft is distributed under the terms of the Minecraft Mod Public * License 1.0, or MMPL. Please check the contents of the license located in * http://www.mod-buildcraft.com/MMPL-1.0.txt */ package buildcraft.energy.render; import org.lwjgl.opengl.GL11; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraftforge.common.util.ForgeDirection; import buildcraft.BuildCraftCore; import buildcraft.BuildCraftCore.RenderMode; import buildcraft.core.IInventoryRenderer; import buildcraft.energy.TileEngine; public class RenderEngine extends TileEntitySpecialRenderer implements IInventoryRenderer { private static final float[] angleMap = new float[6]; static { angleMap[ForgeDirection.EAST.ordinal()] = (float) -Math.PI / 2; angleMap[ForgeDirection.WEST.ordinal()] = (float) Math.PI / 2; angleMap[ForgeDirection.UP.ordinal()] = 0; angleMap[ForgeDirection.DOWN.ordinal()] = (float) Math.PI; angleMap[ForgeDirection.SOUTH.ordinal()] = (float) Math.PI / 2; angleMap[ForgeDirection.NORTH.ordinal()] = (float) -Math.PI / 2; } private ModelBase model = new ModelBase() { }; private ModelRenderer box; private ModelRenderer trunk; private ModelRenderer movingBox; private ModelRenderer chamber; private ResourceLocation baseTexture; private ResourceLocation chamberTexture; private ResourceLocation trunkTexture; public RenderEngine() { box = new ModelRenderer(model, 0, 1); box.addBox(-8F, -8F, -8F, 16, 4, 16); box.rotationPointX = 8; box.rotationPointY = 8; box.rotationPointZ = 8; trunk = new ModelRenderer(model, 1, 1); trunk.addBox(-4F, -4F, -4F, 8, 12, 8); trunk.rotationPointX = 8F; trunk.rotationPointY = 8F; trunk.rotationPointZ = 8F; movingBox = new ModelRenderer(model, 0, 1); movingBox.addBox(-8F, -4, -8F, 16, 4, 16); movingBox.rotationPointX = 8F; movingBox.rotationPointY = 8F; movingBox.rotationPointZ = 8F; chamber = new ModelRenderer(model, 1, 1); chamber.addBox(-5F, -4, -5F, 10, 2, 10); chamber.rotationPointX = 8F; chamber.rotationPointY = 8F; chamber.rotationPointZ = 8F; } public RenderEngine(ResourceLocation baseTexture, ResourceLocation chamberTexture, ResourceLocation trunkTexture) { this(); this.baseTexture = baseTexture; this.chamberTexture = chamberTexture; this.trunkTexture = trunkTexture; field_147501_a = TileEntityRendererDispatcher.instance; } @Override public void inventoryRender(double x, double y, double z, float f, float f1) { render(0.25F, ForgeDirection.UP, baseTexture, chamberTexture, trunkTexture, x, y, z); } @Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { TileEngine engine = (TileEngine) tileentity; if (engine != null) { render(engine.progress, engine.orientation, engine.getBaseTexture(), engine.getChamberTexture(), engine.getTrunkTexture(engine.getEnergyStage()), x, y, z); } } private void render(float progress, ForgeDirection orientation, ResourceLocation baseTexture, ResourceLocation chamberTexture, ResourceLocation trunkTexture, double x, double y, double z) { if (BuildCraftCore.render == RenderMode.NoDynamic) { return; } GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glColor3f(1, 1, 1); GL11.glTranslatef((float) x, (float) y, (float) z); float step; if (progress > 0.5) { step = 7.99F - (progress - 0.5F) * 2F * 7.99F; } else { step = progress * 2F * 7.99F; } float translatefact = step / 16; float[] angle = { 0, 0, 0 }; float[] translate = { orientation.offsetX, orientation.offsetY, orientation.offsetZ }; switch (orientation) { case EAST: case WEST: case DOWN: angle[2] = angleMap[orientation.ordinal()]; break; case SOUTH: case NORTH: default: angle[0] = angleMap[orientation.ordinal()]; break; } box.rotateAngleX = angle[0]; box.rotateAngleY = angle[1]; box.rotateAngleZ = angle[2]; trunk.rotateAngleX = angle[0]; trunk.rotateAngleY = angle[1]; trunk.rotateAngleZ = angle[2]; movingBox.rotateAngleX = angle[0]; movingBox.rotateAngleY = angle[1]; movingBox.rotateAngleZ = angle[2]; chamber.rotateAngleX = angle[0]; chamber.rotateAngleY = angle[1]; chamber.rotateAngleZ = angle[2]; float factor = (float) (1.0 / 16.0); bindTexture(baseTexture); box.render(factor); GL11.glTranslatef(translate[0] * translatefact, translate[1] * translatefact, translate[2] * translatefact); movingBox.render(factor); GL11.glTranslatef(-translate[0] * translatefact, -translate[1] * translatefact, -translate[2] * translatefact); bindTexture(chamberTexture); float chamberf = 2F / 16F; for (int i = 0; i <= step + 2; i += 2) { chamber.render(factor); GL11.glTranslatef(translate[0] * chamberf, translate[1] * chamberf, translate[2] * chamberf); } for (int i = 0; i <= step + 2; i += 2) { GL11.glTranslatef(-translate[0] * chamberf, -translate[1] * chamberf, -translate[2] * chamberf); } bindTexture(trunkTexture); trunk.render(factor); GL11.glPopAttrib(); GL11.glPopMatrix(); } }