package fr.jackcartersmith.ob.models; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.entity.Entity; import org.lwjgl.opengl.GL11; /** * ModelDefenderLaserLow - JackCarterSmith * Created using Tabula 4.1.1 */ public class ModelDefenderLaserEvo extends ModelBase { public ModelRenderer l1; public ModelRenderer l2; public ModelDefenderLaserEvo() { this.textureWidth = 16; this.textureHeight = 32; this.l1 = new ModelRenderer(this, 0, 0); this.l1.setRotationPoint(0.0F, 8.0F, 0.0F); this.l1.addBox(-2.5F, -19000.0F, -2.5F, 5, 10000, 5, 0.0F); this.l2 = new ModelRenderer(this, 0, 0); this.l2.setRotationPoint(0.0F, 8.0F, 0.0F); this.l2.addBox(-2.5F, -19000.0F, -2.5F, 5, 20000, 5, 0.0F); this.setRotateAngle(l2, 0.0F, 0.7853981633974483F, 0.0F); } @Override public void render(Entity entity, float embitterRotation, float brightness, float f2, float f3, float f4, float scale) { float lastBrightnessX = OpenGlHelper.lastBrightnessX; float lastBrightnessY = OpenGlHelper.lastBrightnessY; float b = brightness * 200F; float colour_r = Math.min(2F, (brightness * 1F) + 0.1F); float colour_g = Math.min(2F, (brightness * 0F) + 0.1F); float colour_b = Math.min(2F, (brightness * 2F) + 0.1F); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, Math.min(200F, lastBrightnessX + b), Math.min(200F, lastBrightnessY + b)); GL11.glColor4f(colour_r, colour_g, colour_b, 0.75F); if (brightness > 0F) GL11.glDisable(GL11.GL_LIGHTING); this.l1.render(scale); if (brightness > 0F) GL11.glEnable(GL11.GL_LIGHTING); GL11.glColor4f(1F, 1F, 1F, 1F); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, lastBrightnessX, lastBrightnessY); GL11.glEnable(GL11.GL_LIGHTING); this.l2.render(scale); } /** * This is a helper function from Tabula to set the rotation of model parts */ public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z) { modelRenderer.rotateAngleX = x; modelRenderer.rotateAngleY = y; modelRenderer.rotateAngleZ = z; } }