69 lines
2.2 KiB
Java
69 lines
2.2 KiB
Java
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2015, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.client.render;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraftforge.common.ForgeModContainer;
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import net.minecraftforge.fml.client.FMLClientHandler;
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/**
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* Utility for managing extended Vertex Formats without having to re-clone existing vertex formats over and over again.
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*/
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public final class VertexFormats
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{
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// Standard item format extended with lightmap coordinates
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private static final VertexFormat itemFormatWithLightMap = new VertexFormat( DefaultVertexFormats.ITEM ).addElement( DefaultVertexFormats.TEX_2S );
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private VertexFormats() {
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}
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public static VertexFormat getFormatWithLightMap( VertexFormat format )
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{
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// Do not use this when Optifine is present or if the vanilla lighting pipeline is used
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if( FMLClientHandler.instance().hasOptifine() || !ForgeModContainer.forgeLightPipelineEnabled )
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{
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return format;
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}
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VertexFormat result;
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if( format == DefaultVertexFormats.BLOCK )
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{
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result = DefaultVertexFormats.BLOCK;
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}
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else if( format == DefaultVertexFormats.ITEM )
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{
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result = itemFormatWithLightMap;
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}
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else if( !format.hasUvOffset( 1 ) )
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{
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result = new VertexFormat( format );
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result.addElement( DefaultVertexFormats.TEX_2S );
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}
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else
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{
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result = format; // Already has the needed UV, so keep it
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}
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return result;
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}
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}
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