appeng.client.render.tesr.CrankTESR.java Source code

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Here is the source code for appeng.client.render.tesr.CrankTESR.java

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/*
 * 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 org.lwjgl.opengl.GL11;

import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.VertexBuffer;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

import appeng.client.render.FacingToRotation;
import appeng.tile.grindstone.TileCrank;

/**
 * This FastTESR only handles the animated model of the turning crank. When the crank is at rest, it is rendered using a normal model.
 */
@SideOnly(Side.CLIENT)
public class CrankTESR extends TileEntitySpecialRenderer<TileCrank> {

    @Override
    public void renderTileEntityAt(TileCrank te, double x, double y, double z, float partialTicks,
            int destroyStage) {
        // Most of this is blatantly copied from FastTESR
        Tessellator tessellator = Tessellator.getInstance();
        this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
        RenderHelper.disableStandardItemLighting();
        GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GlStateManager.enableBlend();
        GlStateManager.disableCull();

        if (Minecraft.isAmbientOcclusionEnabled()) {
            GlStateManager.shadeModel(GL11.GL_SMOOTH);
        } else {
            GlStateManager.shadeModel(GL11.GL_FLAT);
        }

        IBlockState blockState = te.getWorld().getBlockState(te.getPos());

        BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
        IBakedModel model = dispatcher.getModelForState(blockState);

        VertexBuffer buffer = tessellator.getBuffer();
        buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);

        // The translation ensures the vertex buffer positions are relative to 0,0,0 instead of the block pos
        // This makes the translations that follow much easier
        buffer.setTranslation(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ());
        dispatcher.getBlockModelRenderer().renderModel(te.getWorld(), model, blockState, te.getPos(), buffer,
                false);
        buffer.setTranslation(0, 0, 0);

        GlStateManager.pushMatrix();
        GlStateManager.translate(x, y, z);

        // Apply GL transformations relative to the center of the block: 1) TE rotation and 2) crank rotation
        GlStateManager.translate(0.5, 0.5, 0.5);
        FacingToRotation.get(te.getForward(), te.getUp()).glRotateCurrentMat();
        GlStateManager.rotate(te.getVisibleRotation(), 0, 1, 0);
        GlStateManager.translate(-0.5, -0.5, -0.5);

        tessellator.draw();

        GlStateManager.popMatrix();

        RenderHelper.enableStandardItemLighting();
    }

}