package blusunrize.immersiveengineering.client.render;
import blusunrize.immersiveengineering.api.IEProperties;
import blusunrize.immersiveengineering.client.ClientUtils;
import blusunrize.immersiveengineering.common.IEContent;
import blusunrize.immersiveengineering.common.blocks.metal.TileEntityCrusher;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.*;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.util.math.BlockPos;
import org.lwjgl.opengl.GL11;
public class TileRenderCrusher extends TileEntitySpecialRenderer<TileEntityCrusher>
{
@Override
public void renderTileEntityAt(TileEntityCrusher te, double x, double y, double z, float partialTicks, int destroyStage)
{
if(!te.formed || te.isDummy() || !te.getWorld().isBlockLoaded(te.getPos(), false))
return;
final BlockRendererDispatcher blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
BlockPos blockPos = te.getPos();
IBlockState state = getWorld().getBlockState(blockPos);
if(state.getBlock() != IEContent.blockMetalMultiblock)
return;
state = state.getBlock().getActualState(state, getWorld(), blockPos);
state = state.withProperty(IEProperties.DYNAMICRENDER, true);
IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state);
boolean b = te.shouldRenderAsActive();
float angle = te.animation_barrelRotation+(b?18*partialTicks:0);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer worldRenderer = tessellator.getBuffer();
ClientUtils.bindAtlas();
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.translate(.5, 1.5, .5);
RenderHelper.disableStandardItemLighting();
GlStateManager.blendFunc(770, 771);
GlStateManager.enableBlend();
GlStateManager.disableCull();
if(Minecraft.isAmbientOcclusionEnabled())
GlStateManager.shadeModel(7425);
else
GlStateManager.shadeModel(7424);
GlStateManager.translate(te.facing.getFrontOffsetX()*.5, 0, te.facing.getFrontOffsetZ()*.5);
GlStateManager.rotate(angle, -te.facing.getFrontOffsetZ(), 0, te.facing.getFrontOffsetX());
worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
worldRenderer.setTranslation( -.5-blockPos.getX(), -.5- blockPos.getY(), -.5-blockPos.getZ());
worldRenderer.color(255, 255, 255, 255);
blockRenderer.getBlockModelRenderer().renderModel(te.getWorld(), model, state, blockPos, worldRenderer,true);
worldRenderer.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
GlStateManager.rotate(-angle, -te.facing.getFrontOffsetZ(), 0, te.facing.getFrontOffsetX());
GlStateManager.translate(te.facing.getFrontOffsetX()*-1, 0, te.facing.getFrontOffsetZ()*-1);
GlStateManager.rotate(-angle, -te.facing.getFrontOffsetZ(), 0, te.facing.getFrontOffsetX());
worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
worldRenderer.setTranslation( -.5-blockPos.getX(), -.5- blockPos.getY(), -.5-blockPos.getZ());
worldRenderer.color(255, 255, 255, 255);
blockRenderer.getBlockModelRenderer().renderModel(te.getWorld(), model, state, blockPos, worldRenderer,true);
worldRenderer.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
GlStateManager.rotate(angle, -te.facing.getFrontOffsetZ(), 0, te.facing.getFrontOffsetX());
RenderHelper.enableStandardItemLighting();
GlStateManager.popMatrix();
}
}