private void renderLiquidPart( IBlockAccess world, int x, int y, int z, Block block, RenderBlocks renderer, CastingChannelLogic logic) { FluidStack liquid = logic.liquid; int color = block.colorMultiplier(world, x, y, z); float red = (color >> 16 & 0xFF) / 255.0F; float green = (color >> 8 & 0xFF) / 255.0F; float blue = (color & 0xFF) / 255.0F; Fluid fluid = liquid.getFluid(); if (fluid.canBePlacedInWorld()) BlockSkinRenderHelper.renderMetadataBlock( Block.blocksList[fluid.getBlockID()], 0, x, y, z, renderer, world); else BlockSkinRenderHelper.renderLiquidBlock( fluid.getStillIcon(), fluid.getFlowingIcon(), x, y, z, renderer, world); }
private DisplayFluidList getDisplayFluidLists(int liquidId, World world) { if (displayFluidLists.containsKey(liquidId)) { return displayFluidLists.get(liquidId); } DisplayFluidList d = new DisplayFluidList(); displayFluidLists.put(liquidId, d); BlockInterface block = new BlockInterface(); Fluid fluid = FluidRegistry.getFluid(liquidId); if (fluid.getBlockID() > 0) { block.baseBlock = Block.blocksList[fluid.getBlockID()]; } else { block.baseBlock = Block.waterStill; } block.texture = fluid.getStillIcon(); float size = Utils.pipeMaxPos - Utils.pipeMinPos; // render size for (int s = 0; s < LIQUID_STAGES; ++s) { float ratio = (float) s / (float) LIQUID_STAGES; // SIDE HORIZONTAL d.sideHorizontal[s] = GLAllocation.generateDisplayLists(1); GL11.glNewList(d.sideHorizontal[s], 4864 /* GL_COMPILE */); block.minX = 0.0F; block.minZ = Utils.pipeMinPos + 0.01F; block.maxX = block.minX + size / 2F + 0.01F; block.maxZ = block.minZ + size - 0.02F; block.minY = Utils.pipeMinPos + 0.01F; block.maxY = block.minY + (size - 0.02F) * ratio; RenderEntityBlock.INSTANCE.renderBlock(block, world, 0, 0, 0, false, true); GL11.glEndList(); // SIDE VERTICAL d.sideVertical[s] = GLAllocation.generateDisplayLists(1); GL11.glNewList(d.sideVertical[s], 4864 /* GL_COMPILE */); block.minY = Utils.pipeMaxPos - 0.01; block.maxY = 1; block.minX = 0.5 - (size / 2 - 0.01) * ratio; block.maxX = 0.5 + (size / 2 - 0.01) * ratio; block.minZ = 0.5 - (size / 2 - 0.01) * ratio; block.maxZ = 0.5 + (size / 2 - 0.01) * ratio; RenderEntityBlock.INSTANCE.renderBlock(block, world, 0, 0, 0, false, true); GL11.glEndList(); // CENTER HORIZONTAL d.centerHorizontal[s] = GLAllocation.generateDisplayLists(1); GL11.glNewList(d.centerHorizontal[s], 4864 /* GL_COMPILE */); block.minX = Utils.pipeMinPos + 0.01; block.minZ = Utils.pipeMinPos + 0.01; block.maxX = block.minX + size - 0.02; block.maxZ = block.minZ + size - 0.02; block.minY = Utils.pipeMinPos + 0.01; block.maxY = block.minY + (size - 0.02F) * ratio; RenderEntityBlock.INSTANCE.renderBlock(block, world, 0, 0, 0, false, true); GL11.glEndList(); // CENTER VERTICAL d.centerVertical[s] = GLAllocation.generateDisplayLists(1); GL11.glNewList(d.centerVertical[s], 4864 /* GL_COMPILE */); block.minY = Utils.pipeMinPos + 0.01; block.maxY = Utils.pipeMaxPos - 0.01; block.minX = 0.5 - (size / 2 - 0.02) * ratio; block.maxX = 0.5 + (size / 2 - 0.02) * ratio; block.minZ = 0.5 - (size / 2 - 0.02) * ratio; block.maxZ = 0.5 + (size / 2 - 0.02) * ratio; RenderEntityBlock.INSTANCE.renderBlock(block, world, 0, 0, 0, false, true); GL11.glEndList(); } return d; }