ExtraHoppers-forge/src/main/kotlin/net/shadowfacts/extrahoppers/block/fluid/TESRFluidHopper.kt

60 lines
2.1 KiB
Kotlin

package net.shadowfacts.extrahoppers.block.fluid
import net.minecraft.client.Minecraft
import net.minecraft.client.renderer.GlStateManager
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.VertexBuffer
import net.minecraft.client.renderer.texture.TextureAtlasSprite
import net.minecraft.client.renderer.texture.TextureMap
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer
import net.minecraft.client.renderer.vertex.DefaultVertexFormats
import net.minecraft.util.EnumFacing
import net.minecraftforge.fluids.FluidStack
import net.shadowfacts.extrahoppers.block.fluid.TileEntityFluidHopper
import net.shadowfacts.shadowmc.util.RenderHelper
import org.lwjgl.opengl.GL11
/**
* @author shadowfacts
*/
object TESRFluidHopper: TileEntitySpecialRenderer<TileEntityFluidHopper>() {
override fun renderTileEntityAt(te: TileEntityFluidHopper, x: Double, y: Double, z: Double, partialTicks: Float, destroyStage: Int) {
if (te.tank.fluid != null) {
val fluid = te.tank.fluid
val tessellator = Tessellator.getInstance()
val renderer = tessellator.buffer
renderer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK)
Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE)
val color = fluid!!.fluid.getColor(fluid)
val brightness = Minecraft.getMinecraft().world.getCombinedLight(te.pos, fluid.fluid.luminosity)
GlStateManager.pushMatrix()
GlStateManager.disableLighting()
GlStateManager.enableBlend()
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
if (Minecraft.isAmbientOcclusionEnabled()) {
GL11.glShadeModel(GL11.GL_SMOOTH)
} else {
GL11.glShadeModel(GL11.GL_FLAT)
}
GlStateManager.translate(x, y, z)
val still = Minecraft.getMinecraft().textureMapBlocks.getAtlasSprite(fluid.fluid.getStill(fluid).toString())
RenderHelper.putTexturedQuad(renderer, still, 2 / 16.0, 14 / 16.0, 2 / 16.0, 12 / 16.0, 0.0, 12 / 16.0, EnumFacing.UP, color, brightness)
tessellator.draw()
GlStateManager.disableBlend()
GlStateManager.enableLighting()
GlStateManager.popMatrix()
}
}
}