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(); } }