Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/blocks/RenderQuartzGlass.java
2015-06-22 18:16:25 +02:00

237 lines
8.3 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.render.blocks;
import java.util.Random;
import net.minecraft.item.ItemStack;
import net.minecraft.util.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.client.IItemRenderer.ItemRenderType;
import appeng.api.AEApi;
import appeng.api.util.AEPartLocation;
import appeng.block.solids.BlockQuartzGlass;
import appeng.client.render.BaseBlockRender;
import appeng.client.render.ModelGenerator;
import appeng.client.texture.ExtraBlockTextures;
import appeng.client.texture.OffsetIcon;
import appeng.tile.AEBaseTile;
public class RenderQuartzGlass extends BaseBlockRender<BlockQuartzGlass, AEBaseTile>
{
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] );
}
}
}
}
@Override
public void renderInventory( BlockQuartzGlass block, ItemStack is, ModelGenerator renderer, ItemRenderType type, Object[] obj )
{
renderer.overrideBlockTexture = ExtraBlockTextures.GlassFrame.getIcon();
super.renderInventory( block, is, renderer, type, obj );
renderer.overrideBlockTexture = null;
super.renderInventory( block, is, renderer, type, obj );
}
@Override
public boolean renderInWorld( BlockQuartzGlass imb, IBlockAccess world, BlockPos pos, ModelGenerator renderer )
{
renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 );
int cx = Math.abs( pos.getX() % 10 );
int cy = Math.abs( pos.getY() % 10 );
int cz = Math.abs( pos.getZ() % 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] + ( pos.getX()+pos.getY()+pos.getZ() ) ) % 4 ) )
{
case 0:
renderer.overrideBlockTexture = new OffsetIcon( renderer.getIcon( world.getBlockState( pos ) )[0], u / 2, v / 2 );
break;
case 1:
renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassB.getIcon(), u / 2, v / 2 );
break;
case 2:
renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassC.getIcon(), u, v );
break;
case 3:
renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassD.getIcon(), u, v );
break;
}
boolean result = renderer.renderStandardBlock( imb, pos );
renderer.overrideBlockTexture = null;
this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.EAST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.WEST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.NORTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.SOUTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.EAST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.WEST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.NORTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.SOUTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.UP );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.DOWN );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.NORTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.SOUTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.UP );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.DOWN );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.NORTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.SOUTH );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.EAST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.WEST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.UP );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.DOWN );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.EAST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.WEST );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.UP );
this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.DOWN );
return result;
}
private void renderEdge( BlockQuartzGlass imb, IBlockAccess world, BlockPos pos, ModelGenerator renderer, AEPartLocation side, AEPartLocation direction )
{
if( !this.isFlush( imb, world, pos.getX() + side.xOffset, pos.getY() + side.yOffset, pos.getZ() + side.zOffset ) )
{
if( !this.isFlush( imb, world, pos.getX() + direction.xOffset, pos.getY() + direction.yOffset, pos.getZ() + direction.zOffset ) )
{
float minX = 0.5f + ( side.xOffset + direction.xOffset ) / 2.0f;
float minY = 0.5f + ( side.yOffset + direction.yOffset ) / 2.0f;
float minZ = 0.5f + ( side.zOffset + direction.zOffset ) / 2.0f;
float maxX = 0.5f + ( side.xOffset + direction.xOffset ) / 2.0f;
float maxY = 0.5f + ( side.yOffset + direction.yOffset ) / 2.0f;
float maxZ = 0.5f + ( side.zOffset + direction.zOffset ) / 2.0f;
if( 0 == side.xOffset && 0 == direction.xOffset )
{
minX = 0.0f;
maxX = 1.0f;
}
if( 0 == side.yOffset && 0 == direction.yOffset )
{
minY = 0.0f;
maxY = 1.0f;
}
if( 0 == side.zOffset && 0 == direction.zOffset )
{
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, pos, ExtraBlockTextures.GlassFrame.getIcon() );
break;
case EAST:
renderer.renderFaceXPos( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
break;
case NORTH:
renderer.renderFaceZNeg( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
break;
case SOUTH:
renderer.renderFaceZPos( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
break;
case DOWN:
renderer.renderFaceYNeg( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
break;
case UP:
renderer.renderFaceYPos( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
break;
default:
break;
}
}
}
}
private boolean isFlush( BlockQuartzGlass imb, IBlockAccess world, int x, int y, int z )
{
return this.isGlass( imb, world, new BlockPos(x, y, z) );
}
private boolean isGlass( BlockQuartzGlass imb, IBlockAccess world,BlockPos pos)
{
return this.isQuartzGlass( world, pos ) || this.isVibrantQuartzGlass( world, pos );
}
private boolean isQuartzGlass( IBlockAccess world,BlockPos pos)
{
return AEApi.instance().definitions().blocks().quartzGlass().isSameAs( world, pos );
}
private boolean isVibrantQuartzGlass( IBlockAccess world,BlockPos pos)
{
return AEApi.instance().definitions().blocks().quartzVibrantGlass().isSameAs( world, pos );
}
}