/*
* 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();
}
}