929efa5597
Multiple View Cells now sum together to allow more customization. View Cells are now protected by Build Security. Meteorite Compass now renders correctly in other peoples hands.
189 lines
7 KiB
Java
189 lines
7 KiB
Java
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.AEBaseBlock;
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import appeng.client.render.BaseBlockRender;
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import appeng.client.texture.ExtraTextures;
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import appeng.client.texture.OffsetIcon;
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public class RenderQuartzGlass extends BaseBlockRender
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{
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static byte offsets[][][];
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public RenderQuartzGlass() {
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super( false, 0 );
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if ( offsets == null )
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{
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Random r = new Random( 924 );
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offsets = new byte[10][10][10];
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for (int x = 0; x < 10; x++)
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for (int y = 0; y < 10; y++)
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r.nextBytes( offsets[x][y] );
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}
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}
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boolean isFlush(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
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{
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return isGlass( imb, world, x, y, z );
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}
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boolean isGlass(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
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{
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return world.getBlock( x, y, z ) == AEApi.instance().blocks().blockQuartzGlass.block()
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|| world.getBlock( x, y, z ) == AEApi.instance().blocks().blockQuartzVibrantGlass.block();
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}
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void renderEdge(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer, ForgeDirection side, ForgeDirection direction)
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{
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if ( !isFlush( imb, world, x + side.offsetX, y + side.offsetY, z + side.offsetZ ) )
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{
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if ( !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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maxX += 0.9f / 16.0f;
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if ( maxY <= 0.001f )
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maxY += 0.9f / 16.0f;
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if ( maxZ <= 0.001f )
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maxZ += 0.9f / 16.0f;
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if ( minX >= 0.999f )
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minX -= 0.9f / 16.0f;
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if ( minY >= 0.999f )
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minY -= 0.9f / 16.0f;
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if ( minZ >= 0.999f )
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minZ -= 0.9f / 16.0f;
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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, ExtraTextures.GlassFrame.getIcon() );
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break;
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case EAST:
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renderer.renderFaceXPos( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
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break;
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case NORTH:
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renderer.renderFaceZNeg( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
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break;
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case SOUTH:
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renderer.renderFaceZPos( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
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break;
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case DOWN:
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renderer.renderFaceYNeg( imb, x, y, z, ExtraTextures.GlassFrame.getIcon() );
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break;
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case UP:
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renderer.renderFaceYPos( imb, x, y, z, ExtraTextures.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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@Override
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public void renderInventory(AEBaseBlock block, ItemStack is, RenderBlocks renderer, ItemRenderType type, Object[] obj)
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{
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renderer.overrideBlockTexture = ExtraTextures.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(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer)
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{
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renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 );
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int cx = Math.abs( x % 10 );
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int cy = Math.abs( y % 10 );
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int cz = Math.abs( z % 10 );
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int u = offsets[cx][cy][cz] % 4;
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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( ExtraTextures.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( ExtraTextures.BlockQuartzGlassC.getIcon(), u, v );
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break;
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case 3:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraTextures.BlockQuartzGlassD.getIcon(), u, v );
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break;
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}
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boolean result = renderer.renderStandardBlock( imb, x, y, z );
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renderer.overrideBlockTexture = null;
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.EAST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.WEST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.NORTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.SOUTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.EAST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.WEST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.NORTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.SOUTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.UP );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.DOWN );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.NORTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.SOUTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.UP );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.DOWN );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.NORTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.SOUTH );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.EAST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.WEST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.UP );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.DOWN );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.EAST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.WEST );
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renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.UP );
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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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}
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