/* * 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 . */ package appeng.client.render.blocks; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.model.ModelChest; import net.minecraft.client.renderer.WorldRenderer; import net.minecraft.item.ItemStack; import net.minecraft.util.BlockPos; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import net.minecraftforge.client.IItemRenderer.ItemRenderType; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import appeng.block.storage.BlockSkyChest; import appeng.block.storage.BlockSkyChest.SkyChestType; import appeng.client.render.BaseBlockRender; import appeng.client.render.ModelGenerator; import appeng.tile.storage.TileSkyChest; public class RenderBlockSkyChest extends BaseBlockRender { private final static ResourceLocation SKY_STONE_CHEST = new ResourceLocation( "appliedenergistics2", "textures/models/skychest.png" ); private final static ResourceLocation SKY_BLOCK_CHEST = new ResourceLocation( "appliedenergistics2", "textures/models/skyblockchest.png" ); private final static ResourceLocation METADATA_TO_TEXTURE[] = new ResourceLocation[] { SKY_STONE_CHEST, SKY_BLOCK_CHEST }; private final ModelChest model = new ModelChest(); public RenderBlockSkyChest() { super( true, 80 ); } @Override public void renderInventory( BlockSkyChest blk, ItemStack is, ModelGenerator renderer, ItemRenderType type, Object[] obj ) { //GL11.glEnable( GL12.GL_RESCALE_NORMAL ); //GL11.glColor4f( 1.0F, 1.0F, 1.0F, 1.0F ); //final int metaData = is.getItemDamage(); //final ResourceLocation loc = METADATA_TO_TEXTURE[metaData]; //Minecraft.getMinecraft().getTextureManager().bindTexture( loc ); //final float lidAngle = 0.0f; //GL11.glScalef( 1.0F, -1F, -1F ); //GL11.glTranslatef( -0.0F, -1.0F, -1.0F ); //this.model.chestLid.offsetY = -( 0.9f / 16.0f ); //this.model.chestLid.rotateAngleX = -( ( lidAngle * 3.141593F ) / 2.0F ); //this.model.renderAll(); //GL11.glDisable( GL12.GL_RESCALE_NORMAL ); //GL11.glColor4f( 1.0F, 1.0F, 1.0F, 1.0F ); } @Override public boolean renderInWorld( BlockSkyChest blk, IBlockAccess world, BlockPos pos, ModelGenerator renderer ) { return true; } @Override public void renderTile( BlockSkyChest block, TileSkyChest skyChest, WorldRenderer tess, double x, double y, double z, float partialTick, ModelGenerator renderer ) { if( skyChest == null ) { return; } if( !skyChest.hasWorldObj() ) { return; } GL11.glEnable( GL12.GL_RESCALE_NORMAL ); GL11.glColor4f( 1.0F, 1.0F, 1.0F, 1.0F ); final IBlockState metaData = skyChest.getWorld().getBlockState( skyChest.getPos() ); final ResourceLocation loc = METADATA_TO_TEXTURE[ ((BlockSkyChest)metaData.getBlock()).type == SkyChestType.BLOCK ? 1 : 0 ]; Minecraft.getMinecraft().getTextureManager().bindTexture( loc ); this.applyTESRRotation( x, y, z, skyChest.getForward(), skyChest.getUp() ); GL11.glScalef( 1.0F, -1F, -1F ); GL11.glTranslatef( -0.0F, -1.0F, -1.0F ); final long now = System.currentTimeMillis(); final long distance = now - skyChest.lastEvent; if( skyChest.playerOpen > 0 ) { skyChest.lidAngle += distance * 0.0001; } else { skyChest.lidAngle -= distance * 0.0001; } if( skyChest.lidAngle > 0.5f ) { skyChest.lidAngle = 0.5f; } if( skyChest.lidAngle < 0.0f ) { skyChest.lidAngle = 0.0f; } float lidAngle = skyChest.lidAngle; lidAngle = 1.0F - lidAngle; lidAngle = 1.0F - lidAngle * lidAngle * lidAngle; this.model.chestLid.offsetY = -( 1.01f / 16.0f ); this.model.chestLid.rotateAngleX = -( ( lidAngle * 3.141593F ) / 2.0F ); // The vanilla chests wants culling reversed... GL11.glCullFace( GL11.GL_FRONT ); this.model.renderAll(); GL11.glCullFace( GL11.GL_BACK ); GL11.glDisable( GL12.GL_RESCALE_NORMAL ); GL11.glColor4f( 1.0F, 1.0F, 1.0F, 1.0F ); } }