package pneumaticCraft.client.render.pneumaticArmor;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
public class RenderCoordWireframe{
public final int x, y, z;
public final World worldObj;
public int ticksExisted;
public RenderCoordWireframe(World worldObj, int x, int y, int z){
this.worldObj = worldObj;
this.x = x;
this.y = y;
this.z = z;
}
public void render(float partialTicks){
/*
Block block = Block.blocksList[world.getBlockId(x, y, z)];
block.setBlockBoundsBasedOnState(world, x, y, z);
double minX = block.getBlockBoundsMinX();
double minY = block.getBlockBoundsMinY();
double minZ = block.getBlockBoundsMinZ();
double maxX = minX + (block.getBlockBoundsMaxX() - minX) * progress;
double maxY = minY + (block.getBlockBoundsMaxY() - minY) * progress;
double maxZ = minZ + (block.getBlockBoundsMaxX() - minZ) * progress;
*/
double minX = 0;
double minY = 0;
double minZ = 0;
double maxX = 1;
double maxY = 1;
double maxZ = 1;
float progress = (ticksExisted % 20 + partialTicks) / 20;
GL11.glDepthMask(false);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_BLEND);
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glLineWidth(1.0F);
// GL11.glColor4d(0, 1, 1, progress < 0.5F ? progress + 0.5F : 1.5 - progress);
GL11.glColor4d(0, progress < 0.5F ? progress + 0.5F : 1.5 - progress, 1, 1);
GL11.glPushMatrix();
// GL11.glTranslated(-0.5D, -0.5D, -0.5D);
GL11.glTranslated(x, y, z);
Tessellator tess = Tessellator.instance;
tess.startDrawing(GL11.GL_LINES);
tess.addVertex(minX, minY, minZ);
tess.addVertex(minX, maxY, minZ);
tess.addVertex(minX, minY, maxZ);
tess.addVertex(minX, maxY, maxZ);
tess.addVertex(maxX, minY, minZ);
tess.addVertex(maxX, maxY, minZ);
tess.addVertex(maxX, minY, maxZ);
tess.addVertex(maxX, maxY, maxZ);
tess.addVertex(minX, minY, minZ);
tess.addVertex(maxX, minY, minZ);
tess.addVertex(minX, minY, maxZ);
tess.addVertex(maxX, minY, maxZ);
tess.addVertex(minX, maxY, minZ);
tess.addVertex(maxX, maxY, minZ);
tess.addVertex(minX, maxY, maxZ);
tess.addVertex(maxX, maxY, maxZ);
tess.addVertex(minX, minY, minZ);
tess.addVertex(minX, minY, maxZ);
tess.addVertex(maxX, minY, minZ);
tess.addVertex(maxX, minY, maxZ);
tess.addVertex(minX, maxY, minZ);
tess.addVertex(minX, maxY, maxZ);
tess.addVertex(maxX, maxY, minZ);
tess.addVertex(maxX, maxY, maxZ);
tess.draw();
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDepthMask(true);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
}