/*
* 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();
}
}