d5dfc31210
Replaces the reflexive instantiation of the Renderes with a factory method. Some optimizations to the renderers to no longer push the whole OpenGL state to the stack. General cleanup of duplicate code, etc
241 lines
8.6 KiB
Java
241 lines
8.6 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, 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.blocks;
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import java.util.Random;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.item.ItemStack;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.client.IItemRenderer.ItemRenderType;
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import net.minecraftforge.common.util.ForgeDirection;
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import appeng.api.AEApi;
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import appeng.block.solids.BlockQuartzGlass;
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import appeng.client.render.BaseBlockRender;
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import appeng.client.texture.ExtraBlockTextures;
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import appeng.client.texture.OffsetIcon;
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import appeng.tile.AEBaseTile;
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public class RenderQuartzGlass extends BaseBlockRender<BlockQuartzGlass, AEBaseTile>
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{
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private static final byte[][][] OFFSETS = generateOffsets();
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public RenderQuartzGlass()
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{
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super( false, 0 );
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}
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private static byte[][][] generateOffsets()
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{
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final Random r = new Random( 924 );
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final byte[][][] offset = new byte[10][10][10];
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for( int x = 0; x < 10; x++ )
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{
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for( int y = 0; y < 10; y++ )
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{
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r.nextBytes( offset[x][y] );
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}
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}
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return offset;
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}
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@Override
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public void renderInventory( final BlockQuartzGlass block, final ItemStack is, final RenderBlocks renderer, final ItemRenderType type, final Object[] obj )
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{
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renderer.overrideBlockTexture = ExtraBlockTextures.GlassFrame.getIcon();
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super.renderInventory( block, is, renderer, type, obj );
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renderer.overrideBlockTexture = null;
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super.renderInventory( block, is, renderer, type, obj );
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}
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@Override
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public boolean renderInWorld( final BlockQuartzGlass imb, final IBlockAccess world, final int x, final int y, final int z, final RenderBlocks renderer )
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{
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renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 );
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final int cx = Math.abs( x % 10 );
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final int cy = Math.abs( y % 10 );
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final int cz = Math.abs( z % 10 );
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final int u = OFFSETS[cx][cy][cz] % 4;
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final int v = OFFSETS[9 - cx][9 - cy][9 - cz] % 4;
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switch( Math.abs( ( OFFSETS[cx][cy][cz] + ( x + y + z ) ) % 4 ) )
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{
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case 0:
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renderer.overrideBlockTexture = new OffsetIcon( imb.getIcon( 0, 0 ), u / 2, v / 2 );
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break;
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case 1:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassB.getIcon(), u / 2, v / 2 );
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break;
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case 2:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassC.getIcon(), u, v );
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break;
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case 3:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassD.getIcon(), u, v );
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break;
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}
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final boolean result = renderer.renderStandardBlock( imb, x, y, z );
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renderer.overrideBlockTexture = null;
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.DOWN );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.DOWN );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.DOWN );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.DOWN );
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return result;
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}
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private void renderEdge( final BlockQuartzGlass imb, final IBlockAccess world, final int x, final int y, final int z, final RenderBlocks renderer, final ForgeDirection side, final ForgeDirection direction )
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{
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if( !this.isFlush( imb, world, x + side.offsetX, y + side.offsetY, z + side.offsetZ ) )
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{
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if( !this.isFlush( imb, world, x + direction.offsetX, y + direction.offsetY, z + direction.offsetZ ) )
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{
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float minX = 0.5f + ( side.offsetX + direction.offsetX ) / 2.0f;
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float minY = 0.5f + ( side.offsetY + direction.offsetY ) / 2.0f;
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float minZ = 0.5f + ( side.offsetZ + direction.offsetZ ) / 2.0f;
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float maxX = 0.5f + ( side.offsetX + direction.offsetX ) / 2.0f;
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float maxY = 0.5f + ( side.offsetY + direction.offsetY ) / 2.0f;
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float maxZ = 0.5f + ( side.offsetZ + direction.offsetZ ) / 2.0f;
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if( 0 == side.offsetX && 0 == direction.offsetX )
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{
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minX = 0.0f;
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maxX = 1.0f;
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}
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if( 0 == side.offsetY && 0 == direction.offsetY )
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{
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minY = 0.0f;
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maxY = 1.0f;
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}
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if( 0 == side.offsetZ && 0 == direction.offsetZ )
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{
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minZ = 0.0f;
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maxZ = 1.0f;
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}
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if( maxX <= 0.001f )
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{
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maxX += 0.9f / 16.0f;
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}
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if( maxY <= 0.001f )
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{
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maxY += 0.9f / 16.0f;
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}
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if( maxZ <= 0.001f )
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{
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maxZ += 0.9f / 16.0f;
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}
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if( minX >= 0.999f )
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{
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minX -= 0.9f / 16.0f;
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}
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if( minY >= 0.999f )
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{
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minY -= 0.9f / 16.0f;
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}
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if( minZ >= 0.999f )
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{
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minZ -= 0.9f / 16.0f;
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}
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renderer.setRenderBounds( minX, minY, minZ, maxX, maxY, maxZ );
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switch( side )
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{
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case WEST:
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renderer.renderFaceXNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case EAST:
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renderer.renderFaceXPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case NORTH:
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renderer.renderFaceZNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case SOUTH:
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renderer.renderFaceZPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case DOWN:
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renderer.renderFaceYNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case UP:
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renderer.renderFaceYPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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default:
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break;
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}
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}
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}
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}
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private boolean isFlush( final BlockQuartzGlass imb, final IBlockAccess world, final int x, final int y, final int z )
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{
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return this.isGlass( imb, world, x, y, z );
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}
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private boolean isGlass( final BlockQuartzGlass imb, final IBlockAccess world, final int x, final int y, final int z )
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{
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return this.isQuartzGlass( world, x, y, z ) || this.isVibrantQuartzGlass( world, x, y, z );
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}
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private boolean isQuartzGlass( final IBlockAccess world, final int x, final int y, final int z )
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{
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return AEApi.instance().definitions().blocks().quartzGlass().isSameAs( world, x, y, z );
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}
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private boolean isVibrantQuartzGlass( final IBlockAccess world, final int x, final int y, final int z )
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{
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return AEApi.instance().definitions().blocks().quartzVibrantGlass().isSameAs( world, x, y, z );
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}
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}
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