237 lines
8.5 KiB
Java
237 lines
8.5 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.item.ItemStack;
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import net.minecraft.util.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.client.IItemRenderer.ItemRenderType;
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import appeng.api.AEApi;
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import appeng.api.util.AEPartLocation;
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import appeng.decorative.solid.QuartzGlassBlock;
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import appeng.client.render.BaseBlockRender;
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import appeng.client.render.ModelGenerator;
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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<QuartzGlassBlock, AEBaseTile>
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{
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private static byte[][][] offsets;
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public RenderQuartzGlass()
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{
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super( false, 0 );
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if( offsets == null )
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{
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final 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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{
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for( int y = 0; y < 10; y++ )
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{
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r.nextBytes( offsets[x][y] );
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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( final QuartzGlassBlock block, final ItemStack is, final ModelGenerator renderer, final ItemRenderType type, final Object[] obj )
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{
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renderer.setOverrideBlockTexture( ExtraBlockTextures.GlassFrame.getIcon() );
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super.renderInventory( block, is, renderer, type, obj );
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renderer.setOverrideBlockTexture( 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 QuartzGlassBlock imb, final IBlockAccess world, final BlockPos pos, final ModelGenerator 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( pos.getX() % 10 );
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final int cy = Math.abs( pos.getY() % 10 );
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final int cz = Math.abs( pos.getZ() % 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] + ( pos.getX() + pos.getY() + pos.getZ() ) ) % 4 ) )
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{
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case 0:
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renderer.setOverrideBlockTexture( new OffsetIcon( renderer.getIcon( world.getBlockState( pos ) )[0], u / 2, v / 2 ) );
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break;
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case 1:
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renderer.setOverrideBlockTexture( 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.setOverrideBlockTexture( new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassC.getIcon(), u, v ) );
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break;
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case 3:
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renderer.setOverrideBlockTexture( 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, pos );
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renderer.setOverrideBlockTexture( null );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.EAST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.WEST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.NORTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.UP, AEPartLocation.SOUTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.EAST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.WEST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.NORTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.DOWN, AEPartLocation.SOUTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.UP );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.DOWN );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.NORTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.EAST, AEPartLocation.SOUTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.UP );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.DOWN );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.NORTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.WEST, AEPartLocation.SOUTH );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.EAST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.WEST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.UP );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.NORTH, AEPartLocation.DOWN );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.EAST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.WEST );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.UP );
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this.renderEdge( imb, world, pos, renderer, AEPartLocation.SOUTH, AEPartLocation.DOWN );
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return result;
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}
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private void renderEdge( final QuartzGlassBlock imb, final IBlockAccess world, final BlockPos pos, final ModelGenerator renderer, final AEPartLocation side, final AEPartLocation direction )
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{
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if( !this.isFlush( imb, world, pos.getX() + side.xOffset, pos.getY() + side.yOffset, pos.getZ() + side.zOffset ) )
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{
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if( !this.isFlush( imb, world, pos.getX() + direction.xOffset, pos.getY() + direction.yOffset, pos.getZ() + direction.zOffset ) )
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{
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float minX = 0.5f + ( side.xOffset + direction.xOffset ) / 2.0f;
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float minY = 0.5f + ( side.yOffset + direction.yOffset ) / 2.0f;
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float minZ = 0.5f + ( side.zOffset + direction.zOffset ) / 2.0f;
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float maxX = 0.5f + ( side.xOffset + direction.xOffset ) / 2.0f;
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float maxY = 0.5f + ( side.yOffset + direction.yOffset ) / 2.0f;
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float maxZ = 0.5f + ( side.zOffset + direction.zOffset ) / 2.0f;
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if( 0 == side.xOffset && 0 == direction.xOffset )
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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.yOffset && 0 == direction.yOffset )
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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.zOffset && 0 == direction.zOffset )
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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, pos, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case EAST:
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renderer.renderFaceXPos( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case NORTH:
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renderer.renderFaceZNeg( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case SOUTH:
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renderer.renderFaceZPos( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case DOWN:
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renderer.renderFaceYNeg( imb, pos, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case UP:
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renderer.renderFaceYPos( imb, pos, 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 QuartzGlassBlock 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, new BlockPos( x, y, z ) );
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}
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private boolean isGlass( final QuartzGlassBlock imb, final IBlockAccess world, final BlockPos pos )
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{
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return this.isQuartzGlass( world, pos ) || this.isVibrantQuartzGlass( world, pos );
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}
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private boolean isQuartzGlass( final IBlockAccess world, final BlockPos pos )
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{
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return AEApi.instance().definitions().blocks().quartzGlass().isSameAs( world, pos );
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}
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private boolean isVibrantQuartzGlass( final IBlockAccess world, final BlockPos pos )
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{
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return AEApi.instance().definitions().blocks().quartzVibrantGlass().isSameAs( world, pos );
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}
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}
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