com.mrcrayfish.furniture.render.tileentity.BlenderRenderer.java Source code

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Here is the source code for com.mrcrayfish.furniture.render.tileentity.BlenderRenderer.java

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/**
 * MrCrayfish's Furniture Mod
 * Copyright (C) 2014  MrCrayfish (http://www.mrcrayfish.com/)
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.mrcrayfish.furniture.render.tileentity;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;

import org.lwjgl.opengl.GL11;

import com.mrcrayfish.furniture.tileentity.TileEntityBlender;

public class BlenderRenderer extends TileEntitySpecialRenderer {
    private EntityItem entityFood = new EntityItem(Minecraft.getMinecraft().theWorld, 0D, 0D, 0D);

    @Override
    public void renderTileEntityAt(TileEntity tileEntity, double posX, double posY, double posZ, float p_180535_8_,
            int p_180535_9_) {
        TileEntityBlender blender = (TileEntityBlender) tileEntity;
        ItemStack[] ingredients = blender.getIngredients();

        GL11.glPushMatrix();
        GL11.glTranslatef((float) posX + 0.5F, (float) posY + 0.2F, (float) posZ + 0.5F);
        GL11.glScalef(0.65F, 0.65F, 0.65F);
        entityFood.hoverStart = 0.0F;
        for (int i = 0; i < ingredients.length; i++) {
            if (ingredients[i] != null) {
                entityFood.setEntityItemStack(ingredients[i]);
                GL11.glRotatef(i * -90F, 0, 1, 0);
                GL11.glRotatef(blender.progress * 18F, 0, 1, 0);
                Minecraft.getMinecraft().getRenderManager().renderEntityWithPosYaw(entityFood, 0.0D, 0.2D, 0.0D,
                        0.0F, 0.0F);
            }
        }
        GL11.glPopMatrix();

        if (blender.isBlending() | blender.drinkCount > 0) {
            Tessellator tessellator = Tessellator.getInstance();
            GL11.glPushMatrix();
            GL11.glTranslatef((float) posX + 0.5F, (float) posY + 0.05F, (float) posZ + 0.5F);
            GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
            GL11.glDisable(GL11.GL_CULL_FACE);
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glEnable(GL11.GL_BLEND);

            float alpha = blender.isBlending() ? (blender.progress / 200F) : (blender.drinkCount > 0 ? 1.0F : 0.0F);
            GL11.glColor4f(blender.currentRed / 255F, blender.currentGreen / 255F, blender.currentBlue / 255F,
                    alpha);

            float height = blender.isBlending() ? 0.8F : (0.275F + (0.525F * (blender.drinkCount / 6F)));
            GL11.glBegin(GL11.GL_QUADS);

            // North Face
            GL11.glVertex3d(-0.2, 0.275, -0.2);
            GL11.glVertex3d(0.2, 0.275, -0.2);
            GL11.glVertex3d(0.2, height, -0.2);
            GL11.glVertex3d(-0.2, height, -0.2);

            // South Face
            GL11.glVertex3d(-0.2, 0.275, 0.2);
            GL11.glVertex3d(0.2, 0.275, 0.2);
            GL11.glVertex3d(0.2, height, 0.2);
            GL11.glVertex3d(-0.2, height, 0.2);

            // West Face
            GL11.glVertex3d(-0.2, 0.275, -0.2);
            GL11.glVertex3d(-0.2, 0.275, 0.2);
            GL11.glVertex3d(-0.2, height, 0.2);
            GL11.glVertex3d(-0.2, height, -0.2);

            // East Face
            GL11.glVertex3d(0.2, 0.275, -0.2);
            GL11.glVertex3d(0.2, 0.275, 0.2);
            GL11.glVertex3d(0.2, height, 0.2);
            GL11.glVertex3d(0.2, height, -0.2);

            // Top Face
            GL11.glVertex3d(-0.2, height, -0.2);
            GL11.glVertex3d(0.2, height, -0.2);
            GL11.glVertex3d(0.2, height, 0.2);
            GL11.glVertex3d(-0.2, height, 0.2);

            // Bottom Face
            GL11.glVertex3d(-0.2, 0.275, -0.2);
            GL11.glVertex3d(0.2, 0.275, -0.2);
            GL11.glVertex3d(0.2, 0.275, 0.2);
            GL11.glVertex3d(-0.2, 0.275, 0.2);

            GL11.glEnd();

            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glAlphaFunc(GL11.GL_GREATER, 0.5F);

            GL11.glPopMatrix();
        }
    }
}