/* * 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 org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import net.minecraft.client.Minecraft; import net.minecraft.client.model.ModelChest; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import net.minecraftforge.client.IItemRenderer.ItemRenderType; import appeng.block.storage.BlockSkyChest; import appeng.client.render.BaseBlockRender; import appeng.tile.storage.TileSkyChest; public class RenderBlockSkyChest extends BaseBlockRender { private static final ResourceLocation SKY_STONE_CHEST = new ResourceLocation( "appliedenergistics2", "textures/models/skychest.png" ); private static final ResourceLocation SKY_BLOCK_CHEST = new ResourceLocation( "appliedenergistics2", "textures/models/skyblockchest.png" ); private static final ResourceLocation[] METADATA_TO_TEXTURE = { SKY_STONE_CHEST, SKY_BLOCK_CHEST }; private final ModelChest model = new ModelChest(); public RenderBlockSkyChest() { super( true, 80 ); } @Override public void renderInventory( final BlockSkyChest blk, final ItemStack is, final RenderBlocks renderer, final ItemRenderType type, final 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 ); GL11.glScalef( 1.0F, -1F, -1F ); GL11.glTranslatef( -0.0F, -1.0F, -1.0F ); this.model.chestLid.offsetY = -( 0.9f / 16.0f ); final float lidAngle = 0.0f; 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( final BlockSkyChest blk, final IBlockAccess world, final int x, final int y, final int z, final RenderBlocks renderer ) { return true; } @Override public void renderTile( final BlockSkyChest block, final TileSkyChest skyChest, final Tessellator tess, final double x, final double y, final double z, final float partialTick, final RenderBlocks 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 int metaData = skyChest.getWorldObj().getBlockMetadata( skyChest.xCoord, skyChest.yCoord, skyChest.zCoord ); final ResourceLocation loc = METADATA_TO_TEXTURE[metaData]; 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 ); } }