6f2bbfab4c
- Refactored boostrap code: * Completely reworked item/block/tile registration. * Fixed server side startup. * Fixed server side startup. * More documentation. * More heavy cleanup * More cleanups. * Major refactoring of state mapping and fixes a lot of other issue related to item rendering. * Fixes sky chest item models (no item TESR). * Only use CachingRotatingBakedModel for tile entities automatically. Fix default rotation of quartz pillar for item model. * Used method reference instead of lambda for ItemMeshDefinition for multiparts. * Removed unnecessary IHasSpecialItemModel * Removed unused IconReg class. * Updated resource pack version.
56 lines
1.7 KiB
Java
56 lines
1.7 KiB
Java
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package appeng.client.render.tesr;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.VertexBuffer;
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import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import appeng.client.render.FacingToRotation;
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import appeng.client.render.renderable.Renderable;
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import appeng.tile.AEBaseTile;
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@SideOnly( Side.CLIENT )
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public class ModularTESR<T extends AEBaseTile> extends TileEntitySpecialRenderer<T>
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{
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private final Renderable[] renderables;
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public ModularTESR( Renderable... renderables )
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{
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this.renderables = renderables;
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}
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@Override
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public void renderTileEntityAt( T te, double x, double y, double z, float partialTicks, int destroyStage )
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{
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GlStateManager.pushMatrix();
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GlStateManager.translate( x, y, z );
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GlStateManager.translate( 0.5, 0.5, 0.5 );
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FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat();
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GlStateManager.translate( -0.5, -0.5, -0.5 );
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for( Renderable renderable : renderables )
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{
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renderable.renderTileEntityAt( te, x, y, z, partialTicks, destroyStage );
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}
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GlStateManager.popMatrix();
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}
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@Override
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public void renderTileEntityFast( T te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer buffer )
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{
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GlStateManager.pushMatrix();
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GlStateManager.translate( x, y, z );
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GlStateManager.translate( 0.5, 0.5, 0.5 );
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FacingToRotation.get( te.getForward(), te.getUp() ).glRotateCurrentMat();
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GlStateManager.translate( -0.5, -0.5, -0.5 );
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for( Renderable renderable : renderables )
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{
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renderable.renderTileEntityFast( te, x, y, z, partialTicks, destroyStage, buffer );
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}
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GlStateManager.popMatrix();
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}
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} |