Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/FacadeWithBlockBakedModel.java
Sebastian Hartte 55d66be929 Fixes #2448: Facades items and blocks now use the same algorithm to determine the block texture.
Facades will now use the correct side to determine the texture to use, and will fall back to general quads.
Fixed crafting of facades on the server by removing the check for model simplicity.
2016-10-09 21:59:56 +02:00

121 lines
3.4 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;
import java.util.ArrayList;
import java.util.EnumSet;
import java.util.List;
import javax.annotation.Nullable;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.block.model.IBakedModel;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.block.model.ItemOverrideList;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.vertex.VertexFormat;
import net.minecraft.util.EnumFacing;
import appeng.client.render.cablebus.CubeBuilder;
import appeng.client.render.cablebus.FacadeBuilder;
/**
* This is the actual baked model that will combine the north face of a given block state
* with the base facade item model to achieve what is then actually rendered on screen.
*/
public class FacadeWithBlockBakedModel implements IBakedModel
{
private final IBakedModel baseModel;
private final IBlockState blockState;
private final IBakedModel textureModel;
private final VertexFormat format;
public FacadeWithBlockBakedModel( IBakedModel baseModel, IBlockState blockState, VertexFormat format )
{
this.baseModel = baseModel;
this.blockState = blockState;
this.textureModel = Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState( blockState );
this.format = format;
}
@Override
public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
{
// Only the north side is actually read from the base model for item models
if( side == EnumFacing.NORTH )
{
List<BakedQuad> quads = new ArrayList<>( 1 );
CubeBuilder builder = new CubeBuilder( format, quads );
TextureAtlasSprite sprite = FacadeBuilder.getSprite( textureModel, blockState, side, rand );
if ( sprite != null )
{
builder.setTexture( sprite );
builder.setDrawFaces( EnumSet.of( EnumFacing.NORTH ) );
builder.addCube( 0, 0, 0, 16, 16, 16 );
return quads;
}
}
return baseModel.getQuads( state, side, rand );
}
@Override
public boolean isAmbientOcclusion()
{
return baseModel.isAmbientOcclusion();
}
@Override
public boolean isGui3d()
{
return false;
}
@Override
public boolean isBuiltInRenderer()
{
return false;
}
@Override
public TextureAtlasSprite getParticleTexture()
{
return baseModel.getParticleTexture();
}
@Override
public ItemCameraTransforms getItemCameraTransforms()
{
return baseModel.getItemCameraTransforms();
}
@Override
public ItemOverrideList getOverrides()
{
return ItemOverrideList.NONE;
}
}