Java tutorial
/** * 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.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import org.lwjgl.opengl.GL11; import com.mrcrayfish.furniture.tileentity.TileEntityCup; public class CupRenderer extends TileEntitySpecialRenderer { @Override public void renderTileEntityAt(TileEntity tileEntity, double posX, double posY, double posZ, float p_180535_8_, int p_180535_9_) { TileEntityCup tileEntityCup = (TileEntityCup) tileEntity; if (tileEntityCup.getDrink() != null) { Tessellator tessellator = Tessellator.getInstance(); GL11.glPushMatrix(); GL11.glTranslatef((float) posX + 0.5F, (float) posY, (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); GL11.glColor4f(tileEntityCup.red / 255F, tileEntityCup.green / 255F, tileEntityCup.blue / 255F, 1.0F); GL11.glBegin(GL11.GL_QUADS); // North Face GL11.glVertex3d(-0.125, 0.5 * 0.0625, -0.125); GL11.glVertex3d(0.125, 0.5 * 0.0625, -0.125); GL11.glVertex3d(0.125, 0.4, -0.125); GL11.glVertex3d(-0.125, 0.4, -0.125); // South Face GL11.glVertex3d(-0.125, 0.5 * 0.0625, 0.125); GL11.glVertex3d(0.125, 0.5 * 0.0625, 0.125); GL11.glVertex3d(0.125, 0.4, 0.125); GL11.glVertex3d(-0.125, 0.4, 0.125); // West Face GL11.glVertex3d(-0.125, 0.5 * 0.0625, -0.125); GL11.glVertex3d(-0.125, 0.5 * 0.0625, 0.125); GL11.glVertex3d(-0.125, 0.4, 0.125); GL11.glVertex3d(-0.125, 0.4, -0.125); // East Face GL11.glVertex3d(0.125, 0.5 * 0.0625, -0.125); GL11.glVertex3d(0.125, 0.5 * 0.0625, 0.125); GL11.glVertex3d(0.125, 0.4, 0.125); GL11.glVertex3d(0.125, 0.4, -0.125); // Top Face GL11.glVertex3d(-0.125, 0.4, -0.125); GL11.glVertex3d(0.125, 0.4, -0.125); GL11.glVertex3d(0.125, 0.4, 0.125); GL11.glVertex3d(-0.125, 0.4, 0.125); // Bottom Face GL11.glVertex3d(-0.125, 0.5 * 0.0625, -0.125); GL11.glVertex3d(0.125, 0.5 * 0.0625, -0.125); GL11.glVertex3d(0.125, 0.5 * 0.0625, 0.125); GL11.glVertex3d(-0.125, 0.5 * 0.0625, 0.125); 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(); } } }