Pattern Rendering and other Rendering
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/*
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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.crafting;
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import appeng.tile.crafting.CraftingCubeModelData;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.texture.Sprite;
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import net.minecraft.util.math.Direction;
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import appeng.block.crafting.AbstractCraftingUnitBlock;
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import appeng.client.render.cablebus.CubeBuilder;
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/**
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* Crafting cube baked model that adds a full-bright light texture on top of a
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* normal base texture onto the inner cube. The light texture is only drawn
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* fullbright if the multiblock is currently powered.
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*/
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class LightBakedModel extends CraftingCubeBakedModel {
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private final Sprite baseTexture;
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private final Sprite lightTexture;
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LightBakedModel(Sprite ringCorner, Sprite ringHor, Sprite ringVer,
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Sprite baseTexture, Sprite lightTexture) {
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super(ringCorner, ringHor, ringVer);
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this.baseTexture = baseTexture;
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this.lightTexture = lightTexture;
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}
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@Override
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protected void addInnerCube(Direction facing, BlockState state, CraftingCubeModelData modelData, CubeBuilder builder, float x1,
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float y1, float z1, float x2, float y2, float z2) {
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builder.setTexture(this.baseTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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boolean powered = state.get(AbstractCraftingUnitBlock.POWERED);
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builder.setRenderFullBright(powered);
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builder.setTexture(this.lightTexture);
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builder.addCube(x1, y1, z1, x2, y2, z2);
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}
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}
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