buildcraft.factory.render.RenderTank.java Source code

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Here is the source code for buildcraft.factory.render.RenderTank.java

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/**
 * 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.factory.render;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;

import net.minecraftforge.fluids.FluidStack;

import buildcraft.core.render.FluidRenderer;
import buildcraft.core.render.RenderUtils;
import buildcraft.factory.TileTank;

public class RenderTank extends TileEntitySpecialRenderer {

    @Override
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {

        TileTank tank = (TileTank) tileentity;

        FluidStack liquid = tank.tank.getFluid();
        int color = tank.tank.colorRenderCache;
        if (liquid == null || liquid.amount <= 0) {
            return;
        }

        int[] displayList = FluidRenderer.getFluidDisplayLists(liquid, tileentity.getWorldObj(), false);
        if (displayList == null) {
            return;
        }

        GL11.glPushMatrix();
        GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glDisable(GL11.GL_LIGHTING);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

        bindTexture(FluidRenderer.getFluidSheet(liquid));
        RenderUtils.setGLColorFromInt(color);

        GL11.glTranslatef((float) x + 0.125F, (float) y + 0.5F, (float) z + 0.125F);
        GL11.glScalef(0.75F, 0.999F, 0.75F);
        GL11.glTranslatef(0, -0.5F, 0);

        GL11.glCallList(displayList[(int) ((float) liquid.amount / (float) (tank.tank.getCapacity())
                * (FluidRenderer.DISPLAY_STAGES - 1))]);

        GL11.glPopAttrib();
        GL11.glPopMatrix();
    }
}