/* * 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.block.Block; import net.minecraft.client.model.ModelChest; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.util.EnumFacing; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import appeng.block.storage.BlockSkyChest; import appeng.block.storage.BlockSkyChest.SkyChestType; import appeng.client.render.FacingToRotation; import appeng.core.AppEng; import appeng.tile.storage.TileSkyChest; @SideOnly( Side.CLIENT ) public class SkyChestTESR extends TileEntitySpecialRenderer<TileSkyChest> { private static final ResourceLocation TEXTURE_STONE = new ResourceLocation( AppEng.MOD_ID, "textures/models/skychest.png" ); private static final ResourceLocation TEXTURE_BLOCK = new ResourceLocation( AppEng.MOD_ID, "textures/models/skyblockchest.png" ); private final ModelChest simpleChest = new ModelChest(); public SkyChestTESR() { } @Override public void renderTileEntityAt( TileSkyChest te, double x, double y, double z, float partialTicks, int destroyStage ) { GlStateManager.enableDepth(); GlStateManager.depthFunc( 515 ); GlStateManager.depthMask( true ); ModelChest modelchest; modelchest = this.simpleChest; if( destroyStage >= 0 ) { this.bindTexture( DESTROY_STAGES[destroyStage] ); GlStateManager.matrixMode( 5890 ); GlStateManager.pushMatrix(); GlStateManager.scale( 4.0F, 4.0F, 1.0F ); GlStateManager.translate( 0.0625F, 0.0625F, 0.0625F ); GlStateManager.matrixMode( 5888 ); } else { SkyChestType chestType = getChestType( te ); this.bindTexture( chestType == SkyChestType.STONE ? TEXTURE_STONE : TEXTURE_BLOCK ); } GlStateManager.pushMatrix(); GlStateManager.enableRescaleNormal(); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.translate( (float) x, (float) y + 1.0F, (float) z + 1.0F ); GlStateManager.scale( 1.0F, -1.0F, -1.0F ); if( te != null ) { GlStateManager.translate( 0.5F, 0.5F, 0.5F ); // In the vanilla chest model, north and south are flipped EnumFacing forward = te.getForward(); EnumFacing up = te.getUp(); if( forward == EnumFacing.SOUTH ) { forward = EnumFacing.NORTH; } else if( forward == EnumFacing.NORTH ) { forward = EnumFacing.SOUTH; } if( up == EnumFacing.SOUTH ) { up = EnumFacing.NORTH; } else if( up == EnumFacing.NORTH ) { up = EnumFacing.SOUTH; } FacingToRotation.get( forward, up ).glRotateCurrentMat(); GlStateManager.translate( -0.5F, -0.5F, -0.5F ); } float f = te != null ? te.getPrevLidAngle() + ( te.getLidAngle() - te.getPrevLidAngle() ) * partialTicks : 0; f = 1.0F - f; f = 1.0F - f * f * f; modelchest.chestLid.rotateAngleX = -( f * ( (float) Math.PI / 2F ) ); modelchest.renderAll(); GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix(); GlStateManager.color( 1.0F, 1.0F, 1.0F, 1.0F ); if( destroyStage >= 0 ) { GlStateManager.matrixMode( 5890 ); GlStateManager.popMatrix(); GlStateManager.matrixMode( 5888 ); } } // Defensively determine the sky chest type private static SkyChestType getChestType( TileSkyChest te ) { if( te == null ) { return SkyChestType.BLOCK; } Block blockType = te.getBlockType(); if( blockType instanceof BlockSkyChest ) { return ( (BlockSkyChest) blockType ).type; } return SkyChestType.BLOCK; } }