/**
* MrCrayfish's Furniture Mod
* Copyright (C) 2016 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 org.lwjgl.opengl.GL11;
import com.mrcrayfish.furniture.tileentity.TileEntityCup;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
public class CupRenderer extends TileEntitySpecialRenderer<TileEntityCup>
{
@Override
public void renderTileEntityAt(TileEntityCup tileEntityCup, double posX, double posY, double posZ, float p_180535_8_, int p_180535_9_)
{
if (tileEntityCup.getDrink() != null)
{
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.glPopMatrix();
}
}
}