/* * 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 net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import appeng.client.render.FacingToRotation; import appeng.client.render.renderable.Renderable; import appeng.tile.AEBaseTile; @SideOnly( Side.CLIENT ) public class ModularTESR<T extends AEBaseTile> extends TileEntitySpecialRenderer<T> { private final Renderable[] renderables; public ModularTESR( Renderable... renderables ) { this.renderables = renderables; } @Override public void renderTileEntityAt( T te, double x, double y, double z, float partialTicks, int destroyStage ) { GlStateManager.pushMatrix(); GlStateManager.translate( x, y, z ); GlStateManager.translate( 0.5, 0.5, 0.5 ); FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat(); GlStateManager.translate( -0.5, -0.5, -0.5 ); for( Renderable renderable : renderables ) { renderable.renderTileEntityAt( te, x, y, z, partialTicks, destroyStage ); } GlStateManager.popMatrix(); } @Override public void renderTileEntityFast( T te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer buffer ) { GlStateManager.pushMatrix(); GlStateManager.translate( x, y, z ); GlStateManager.translate( 0.5, 0.5, 0.5 ); FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat(); GlStateManager.translate( -0.5, -0.5, -0.5 ); for( Renderable renderable : renderables ) { renderable.renderTileEntityFast( te, x, y, z, partialTicks, destroyStage, buffer ); } GlStateManager.popMatrix(); } }