Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/VertexFormats.java

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/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2015, 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;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraftforge.common.ForgeModContainer;
import net.minecraftforge.fml.client.FMLClientHandler;
/**
* Utility for managing extended Vertex Formats without having to re-clone existing vertex formats over and over again.
*/
public final class VertexFormats
{
// Standard item format extended with lightmap coordinates
private static final VertexFormat itemFormatWithLightMap = new VertexFormat( DefaultVertexFormats.ITEM ).addElement( DefaultVertexFormats.TEX_2S );
private VertexFormats() {
}
public static VertexFormat getFormatWithLightMap( VertexFormat format )
{
// Do not use this when Optifine is present or if the vanilla lighting pipeline is used
if( FMLClientHandler.instance().hasOptifine() || !ForgeModContainer.forgeLightPipelineEnabled )
{
return format;
}
VertexFormat result;
if( format == DefaultVertexFormats.BLOCK )
{
result = DefaultVertexFormats.BLOCK;
}
else if( format == DefaultVertexFormats.ITEM )
{
result = itemFormatWithLightMap;
}
else if( !format.hasUvOffset( 1 ) )
{
result = new VertexFormat( format );
result.addElement( DefaultVertexFormats.TEX_2S );
}
else
{
result = format; // Already has the needed UV, so keep it
}
return result;
}
}