Files
Applied-Energistics-2/src/main/java/appeng/client/render/tesr/ModularTESR.java
T
2020-06-02 22:52:35 +02:00

63 lines
2.2 KiB
Java

/*
* 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 com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import appeng.client.render.FacingToRotation;
import appeng.client.render.renderable.Renderable;
import appeng.tile.AEBaseTile;
@OnlyIn( Dist.CLIENT )
public class ModularTESR<T extends AEBaseTile> extends TileEntityRenderer<T>
{
private final Renderable[] renderables;
public ModularTESR( TileEntityRendererDispatcher rendererDispatcherIn, Renderable... renderables )
{
super( rendererDispatcherIn );
this.renderables = renderables;
}
@Override
public void render( T te, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn )
{
GlStateManager.pushMatrix();
GlStateManager.translate( x, y, z );
GlStateManager.translate( 0.5, 0.5, 0.5 );
FacingToRotation.get( te.getForward(), te.getUp() ).push(matrixStackIn);
GlStateManager.translate( -0.5, -0.5, -0.5 );
for( Renderable renderable : this.renderables )
{
renderable.renderTileEntityAt( te, x, y, z, partialTicks, destroyStage );
}
GlStateManager.popMatrix();
}
}