/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>. */ package appeng.client.render.tesr; import org.lwjgl.opengl.GL11; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.BlockRendererDispatcher; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.RenderHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.block.model.IBakedModel; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import appeng.client.render.FacingToRotation; import appeng.tile.grindstone.TileCrank; /** * This FastTESR only handles the animated model of the turning crank. When the crank is at rest, it is rendered using a normal model. */ @SideOnly( Side.CLIENT ) public class CrankTESR extends TileEntitySpecialRenderer<TileCrank> { @Override public void renderTileEntityAt( TileCrank te, double x, double y, double z, float partialTicks, int destroyStage ) { // Most of this is blatantly copied from FastTESR Tessellator tessellator = Tessellator.getInstance(); this.bindTexture( TextureMap.LOCATION_BLOCKS_TEXTURE ); RenderHelper.disableStandardItemLighting(); GlStateManager.blendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA ); GlStateManager.enableBlend(); GlStateManager.disableCull(); if( Minecraft.isAmbientOcclusionEnabled() ) { GlStateManager.shadeModel( GL11.GL_SMOOTH ); } else { GlStateManager.shadeModel( GL11.GL_FLAT ); } IBlockState blockState = te.getWorld().getBlockState( te.getPos() ); BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher(); IBakedModel model = dispatcher.getModelForState( blockState ); VertexBuffer buffer = tessellator.getBuffer(); buffer.begin( GL11.GL_QUADS, DefaultVertexFormats.BLOCK ); // The translation ensures the vertex buffer positions are relative to 0,0,0 instead of the block pos // This makes the translations that follow much easier buffer.setTranslation( -te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ() ); dispatcher.getBlockModelRenderer().renderModel( te.getWorld(), model, blockState, te.getPos(), buffer, false ); buffer.setTranslation( 0, 0, 0 ); GlStateManager.pushMatrix(); GlStateManager.translate( x, y, z ); // Apply GL transformations relative to the center of the block: 1) TE rotation and 2) crank rotation GlStateManager.translate( 0.5, 0.5, 0.5 ); FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat(); GlStateManager.rotate( te.getVisibleRotation(), 0, 1, 0 ); GlStateManager.translate( -0.5, -0.5, -0.5 ); tessellator.draw(); GlStateManager.popMatrix(); RenderHelper.enableStandardItemLighting(); } }