Applied-Energistics-2-tiler.../client/render/blocks/RenderQuartzGlass.java

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package appeng.client.render.blocks;
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import java.util.Random;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.item.ItemStack;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.client.IItemRenderer.ItemRenderType;
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import net.minecraftforge.common.util.ForgeDirection;
import appeng.api.AEApi;
import appeng.block.AEBaseBlock;
import appeng.client.render.BaseBlockRender;
import appeng.client.texture.ExtraTextures;
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import appeng.client.texture.OffsetIcon;
public class RenderQuartzGlass extends BaseBlockRender
{
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static byte offsets[][][];
public RenderQuartzGlass() {
super( false, 0 );
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if ( offsets == null )
{
Random r = new Random( 924 );
offsets = new byte[10][10][10];
for (int x = 0; x < 10; x++)
for (int y = 0; y < 10; y++)
r.nextBytes( offsets[x][y] );
}
}
boolean isFlush(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
{
return isGlass( imb, world, x, y, z );
}
boolean isGlass(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
{
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return world.getBlock( x, y, z ) == AEApi.instance().blocks().blockQuartzGlass.block()
|| world.getBlock( x, y, z ) == AEApi.instance().blocks().blockQuartzVibrantGlass.block();
}
void renderEdge(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer, ForgeDirection side, ForgeDirection direction)
{
if ( !isFlush( imb, world, x + side.offsetX, y + side.offsetY, z + side.offsetZ ) )
{
if ( !isFlush( imb, world, x + direction.offsetX, y + direction.offsetY, z + direction.offsetZ ) )
{
float minX = 0.5f + (side.offsetX + direction.offsetX) / 2.0f;
float minY = 0.5f + (side.offsetY + direction.offsetY) / 2.0f;
float minZ = 0.5f + (side.offsetZ + direction.offsetZ) / 2.0f;
float maxX = 0.5f + (side.offsetX + direction.offsetX) / 2.0f;
float maxY = 0.5f + (side.offsetY + direction.offsetY) / 2.0f;
float maxZ = 0.5f + (side.offsetZ + direction.offsetZ) / 2.0f;
if ( 0 == side.offsetX && 0 == direction.offsetX )
{
minX = 0.0f;
maxX = 1.0f;
}
if ( 0 == side.offsetY && 0 == direction.offsetY )
{
minY = 0.0f;
maxY = 1.0f;
}
if ( 0 == side.offsetZ && 0 == direction.offsetZ )
{
minZ = 0.0f;
maxZ = 1.0f;
}
if ( maxX <= 0.001f )
maxX += 0.9f / 16.0f;
if ( maxY <= 0.001f )
maxY += 0.9f / 16.0f;
if ( maxZ <= 0.001f )
maxZ += 0.9f / 16.0f;
if ( minX >= 0.999f )
minX -= 0.9f / 16.0f;
if ( minY >= 0.999f )
minY -= 0.9f / 16.0f;
if ( minZ >= 0.999f )
minZ -= 0.9f / 16.0f;
renderer.setRenderBounds( minX, minY, minZ, maxX, maxY, maxZ );
switch (side)
{
case WEST:
renderer.renderFaceXNeg( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
break;
case EAST:
renderer.renderFaceXPos( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
break;
case NORTH:
renderer.renderFaceZNeg( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
break;
case SOUTH:
renderer.renderFaceZPos( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
break;
case DOWN:
renderer.renderFaceYNeg( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
break;
case UP:
renderer.renderFaceYPos( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
break;
default:
break;
}
}
}
}
@Override
public void renderInventory(AEBaseBlock block, ItemStack is, RenderBlocks renderer, ItemRenderType type, Object[] obj)
{
renderer.overrideBlockTexture = ExtraTextures.GlassFrame.getIcon();
super.renderInventory( block, is, renderer, type, obj );
renderer.overrideBlockTexture = null;
super.renderInventory( block, is, renderer, type, obj );
}
@Override
public boolean renderInWorld(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer)
{
renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 );
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int cx = Math.abs( x % 10 );
int cy = Math.abs( y % 10 );
int cz = Math.abs( z % 10 );
int u = offsets[cx][cy][cz] % 4;
int v = offsets[9 - cx][9 - cy][9 - cz] % 4;
switch (Math.abs( (offsets[cx][cy][cz] + (x + y + z)) % 4 ))
{
case 0:
renderer.overrideBlockTexture = new OffsetIcon( imb.getIcon( 0, 0 ), u / 2, v / 2 );
break;
case 1:
renderer.overrideBlockTexture = new OffsetIcon( ExtraTextures.BlockQuartzGlassB.getIcon(), u / 2, v / 2 );
break;
case 2:
renderer.overrideBlockTexture = new OffsetIcon( ExtraTextures.BlockQuartzGlassC.getIcon(), u, v );
break;
case 3:
renderer.overrideBlockTexture = new OffsetIcon( ExtraTextures.BlockQuartzGlassD.getIcon(), u, v );
break;
}
boolean result = renderer.renderStandardBlock( imb, x, y, z );
renderer.overrideBlockTexture = null;
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.EAST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.WEST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.NORTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.SOUTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.EAST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.WEST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.NORTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.SOUTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.UP );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.DOWN );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.NORTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.SOUTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.UP );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.DOWN );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.NORTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.SOUTH );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.EAST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.WEST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.UP );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.DOWN );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.EAST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.WEST );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.UP );
renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.DOWN );
return result;
}
}