Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/tesr/SkyChestTESR.java
Sebastian Hartte 044a9f3b8e Fixes #2379: Changed texture of smooth sky stone chest to remove z-fighting between the overlapping parts. Added block-state files for both chests to fix both loading error logs and add a particle texture.
Fixed small alignment issue for the knob in the item model.
Fixed orientation issue of the chest (this only fixes north/south).
2016-10-03 02:52:32 +02:00

132 lines
4 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 net.minecraft.client.model.ModelChest;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import appeng.block.storage.BlockSkyChest;
import appeng.block.storage.BlockSkyChest.SkyChestType;
import appeng.client.render.FacingToRotation;
import appeng.core.AppEng;
import appeng.tile.storage.TileSkyChest;
@SideOnly( Side.CLIENT )
public class SkyChestTESR extends TileEntitySpecialRenderer<TileSkyChest>
{
private static final ResourceLocation TEXTURE_STONE = new ResourceLocation( AppEng.MOD_ID, "textures/models/skychest.png" );
private static final ResourceLocation TEXTURE_BLOCK = new ResourceLocation( AppEng.MOD_ID, "textures/models/skyblockchest.png" );
private final ModelChest simpleChest = new ModelChest();
public SkyChestTESR()
{
}
@Override
public void renderTileEntityAt( TileSkyChest te, double x, double y, double z, float partialTicks, int destroyStage )
{
GlStateManager.enableDepth();
GlStateManager.depthFunc( 515 );
GlStateManager.depthMask( true );
ModelChest modelchest;
modelchest = this.simpleChest;
if( destroyStage >= 0 )
{
this.bindTexture( DESTROY_STAGES[destroyStage] );
GlStateManager.matrixMode( 5890 );
GlStateManager.pushMatrix();
GlStateManager.scale( 4.0F, 4.0F, 1.0F );
GlStateManager.translate( 0.0625F, 0.0625F, 0.0625F );
GlStateManager.matrixMode( 5888 );
}
else
{
if( te != null )
{
this.bindTexture( ( (BlockSkyChest) te.getBlockType() ).type == SkyChestType.STONE ? TEXTURE_STONE : TEXTURE_BLOCK );
}
else
{
this.bindTexture( TEXTURE_BLOCK );
}
}
GlStateManager.pushMatrix();
GlStateManager.enableRescaleNormal();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.translate( (float) x, (float) y + 1.0F, (float) z + 1.0F );
GlStateManager.scale( 1.0F, -1.0F, -1.0F );
if( te != null )
{
GlStateManager.translate( 0.5F, 0.5F, 0.5F );
// In the vanilla chest model, north and south are flipped
EnumFacing forward = te.getForward();
EnumFacing up = te.getUp();
if( forward == EnumFacing.SOUTH )
{
forward = EnumFacing.NORTH;
}
else if( forward == EnumFacing.NORTH )
{
forward = EnumFacing.SOUTH;
}
if( up == EnumFacing.SOUTH )
{
up = EnumFacing.NORTH;
}
else if( up == EnumFacing.NORTH )
{
up = EnumFacing.SOUTH;
}
FacingToRotation.get( forward, up ).glRotateCurrentMat();
GlStateManager.translate( -0.5F, -0.5F, -0.5F );
}
float f = te != null ? te.getPrevLidAngle() + ( te.getLidAngle() - te.getPrevLidAngle() ) * partialTicks : 0;
f = 1.0F - f;
f = 1.0F - f * f * f;
modelchest.chestLid.rotateAngleX = -( f * ( (float) Math.PI / 2F ) );
modelchest.renderAll();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
GlStateManager.color( 1.0F, 1.0F, 1.0F, 1.0F );
if( destroyStage >= 0 )
{
GlStateManager.matrixMode( 5890 );
GlStateManager.popMatrix();
GlStateManager.matrixMode( 5888 );
}
}
}