package appeng.client.render.blocks; import java.util.Random; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.item.ItemStack; import net.minecraft.world.IBlockAccess; import net.minecraftforge.common.ForgeDirection; import appeng.api.AEApi; import appeng.block.AEBaseBlock; import appeng.client.render.BaseBlockRender; import appeng.client.texture.ExtraTextures; import appeng.client.texture.OffsetIcon; public class RenderQuartzGlass extends BaseBlockRender { static byte offsets[][][]; public RenderQuartzGlass() { super( false, 0 ); 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) { return world.getBlockId( x, y, z ) == AEApi.instance().blocks().blockQuartzGlass.block().blockID || world.getBlockId( x, y, z ) == AEApi.instance().blocks().blockQuartzVibrantGlass.block().blockID; } 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) { renderer.overrideBlockTexture = ExtraTextures.GlassFrame.getIcon(); super.renderInventory( block, is, renderer ); renderer.overrideBlockTexture = null; super.renderInventory( block, is, renderer ); } @Override public boolean renderInWorld(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer) { renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 ); 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; } }