Applied-Energistics-2-tiler.../client/render/blocks/RenderQuartzGlass.java
AlgorithmX2 929efa5597 Added 4 View Cell Slots.
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.
2014-03-04 21:12:23 -06:00

189 lines
7 KiB
Java

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.client.IItemRenderer.ItemRenderType;
import net.minecraftforge.common.util.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.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 );
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;
}
}