Moving to source sets

This commit is contained in:
Sebastian Hartte
2020-07-01 23:36:51 +02:00
parent f2e3d81fd7
commit 2642ced86b
2924 changed files with 794 additions and 796 deletions
@@ -1,72 +0,0 @@
/*
* 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.tesr;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.model.BakedModel;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.block.BlockState;
import net.minecraft.client.render.TexturedRenderLayers;
import net.minecraft.client.render.block.BlockRenderManager;
import net.minecraft.util.math.Quaternion;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import appeng.client.render.FacingToRotation;
import appeng.tile.grindstone.CrankBlockEntity;
/**
* This FastTESR only handles the animated model of the turning crank. When the
* crank is at rest, it is rendered using a normal model.
*/
@Environment(EnvType.CLIENT)
public class CrankTESR extends BlockEntityRenderer<CrankBlockEntity> {
public CrankTESR(BlockEntityRenderDispatcher rendererDispatcherIn) {
super(rendererDispatcherIn);
}
@Override
public void render(CrankBlockEntity te, float partialTicks, MatrixStack ms, VertexConsumerProvider buffers,
int combinedLightIn, int combinedOverlayIn) {
// Apply GL transformations relative to the center of the block: 1) TE rotation
// and 2) crank rotation
ms.push();
ms.translate(0.5, 0.5, 0.5);
FacingToRotation.get(te.getForward(), te.getUp()).push(ms);
ms.multiply(new Quaternion(0, te.getVisibleRotation(), 0, true));
ms.translate(-0.5, -0.5, -0.5);
BlockState blockState = te.getCachedState();
BlockRenderManager dispatcher = MinecraftClient.getInstance().getBlockRenderManager();
BakedModel model = dispatcher.getModel(blockState);
VertexConsumer buffer = buffers.getBuffer(TexturedRenderLayers.getEntityTranslucentCull());
dispatcher.getModelRenderer().renderModelBrightnessColor(ms.peek(), buffer, null, model, 1, 1, 1,
combinedLightIn, combinedOverlayIn);
ms.pop();
}
}
@@ -1,156 +0,0 @@
package appeng.client.render.tesr;
import java.util.EnumMap;
import net.minecraft.client.render.RenderLayer;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexFormats;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.util.math.MatrixStack;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.renderer.RenderState;
import net.minecraft.client.util.math.Vector3f;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import appeng.block.storage.DriveSlotState;
import appeng.client.render.FacingToRotation;
import appeng.tile.storage.DriveBlockEntity;
/**
* Renders the drive cell status indicators.
*/
@Environment(EnvType.CLIENT)
public class DriveLedTileEntityRenderer extends BlockEntityRenderer<DriveBlockEntity> {
private static final RenderState.TransparencyState TRANSLUCENT_TRANSPARENCY = new RenderState.TransparencyState(
"translucent_transparency", () -> {
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
}, () -> {
RenderSystem.disableBlend();
});
private static final EnumMap<DriveSlotState, Vector3f> STATE_COLORS;
// Color used for the cell indicator for blinking during recent activity
private static final Vector3f BLINK_COLOR = new Vector3f(1, 0.5f, 0.5f);
static {
STATE_COLORS = new EnumMap<>(DriveSlotState.class);
STATE_COLORS.put(DriveSlotState.OFFLINE, new Vector3f(0, 0, 0));
STATE_COLORS.put(DriveSlotState.ONLINE, new Vector3f(0, 1, 0));
STATE_COLORS.put(DriveSlotState.TYPES_FULL, new Vector3f(0, 0.667f, 0));
STATE_COLORS.put(DriveSlotState.FULL, new Vector3f(1, 0, 0));
}
private static final float L = 14 / 16.f; // left (x-axis)
private static final float R = 13 / 16.f; // right (x-axis)
private static final float T = 14 / 16.f; // top (x-axis)
private static final float B = 12.999f / 16.f; // bottom (x-axis)
private static final float FR = 0.999f / 16.f; // front (z-axis)
private static final float BA = 1.499f / 16.f; // back (z-axis)
// Vertex data for the LED cuboid (has no back)
// Directions are when looking from the front onto the LED
private static final float[] LED_QUADS = {
// Front Face
R, T, FR, L, T, FR, L, B, FR, R, B, FR,
// Left Face
L, T, FR, L, T, BA, L, B, BA, L, B, FR,
// Right Face
R, T, BA, R, T, FR, R, B, FR, R, B, BA,
// Top Face
R, T, BA, L, T, BA, L, T, FR, R, T, FR,
// Bottom Face
R, B, FR, L, B, FR, L, B, BA, R, B, BA, };
private static final RenderLayer STATE = RenderLayer.makeType("ae_drive_leds", VertexFormats.POSITION_COLOR, 7,
32565, false, true, RenderLayer.State.getBuilder().build(false));
public DriveLedTileEntityRenderer(BlockEntityRenderDispatcher rendererDispatcherIn) {
super(rendererDispatcherIn);
}
@Override
public void render(DriveBlockEntity drive, float partialTicks, MatrixStack ms, VertexConsumerProvider buffers,
int combinedLightIn, int combinedOverlayIn) {
if (drive.getCellCount() != 10) {
throw new IllegalStateException("Expected drive to have 10 slots");
}
ms.push();
ms.translate(0.5, 0.5, 0.5);
FacingToRotation.get(drive.getForward(), drive.getUp()).push(ms);
ms.translate(-0.5, -0.5, -0.5);
RenderType rt = RenderType.makeType("ae_drive_leds", VertexFormats.POSITION_COLOR, 7, 32565, false, true,
RenderType.State.getBuilder().transparency(TRANSLUCENT_TRANSPARENCY).build(false));
VertexConsumer buffer = buffers.getBuffer(STATE);
for (int row = 0; row < 5; row++) {
for (int col = 0; col < 2; col++) {
int slot = row * 2 + col;
Vector3f color = getColorForSlot(drive, slot, partialTicks);
if (color == null) {
continue;
}
ms.push();
// Position this drive model copy at the correct slot. The transform is based on
// the
// cell-model being in slot 0,0 at the top left of the drive.
float xOffset = -col * 8 / 16.0f;
float yOffset = -row * 3 / 16.0f;
ms.translate(xOffset, yOffset, 0);
for (int i = 0; i < LED_QUADS.length; i += 3) {
float x = LED_QUADS[i];
float y = LED_QUADS[i + 1];
float z = LED_QUADS[i + 2];
buffer.pos(ms.peek().getMatrix(), x, y, z).color(color.getX(), color.getY(), color.getZ(), 1.f)
.endVertex();
}
ms.pop();
}
}
ms.pop();
}
private Vector3f getColorForSlot(DriveBlockEntity drive, int slot, float partialTicks) {
DriveSlotState state = DriveSlotState.fromCellStatus(drive.getCellStatus(slot));
if (state == DriveSlotState.EMPTY) {
return null;
}
if (!drive.isPowered()) {
return STATE_COLORS.get(DriveSlotState.OFFLINE);
}
Vector3f col = STATE_COLORS.get(state);
if (drive.isCellBlinking(slot)) {
// 200 ms interval (100ms to get to red, then 100ms back)
long t = System.currentTimeMillis() % 200;
float f = (t - 100) / 200.0f + 0.5f;
f = easeInOutCubic(f);
col = col.copy();
col.lerp(BLINK_COLOR, f);
}
return col;
}
private static float easeInOutCubic(float x) {
return x < 0.5f ? 4 * x * x * x : 1 - (float) Math.pow(-2 * x + 2, 3) / 2;
}
}
@@ -1,229 +0,0 @@
package appeng.client.render.tesr;
import alexiil.mc.lib.attributes.item.FixedItemInv;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.model.json.ModelTransformation;
import net.minecraft.client.texture.Sprite;
import net.minecraft.client.util.SpriteIdentifier;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.util.math.Quaternion;
import net.minecraft.client.render.RenderLayer;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import net.minecraft.inventory.container.PlayerContainer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.Direction;
import net.minecraft.util.Identifier;
import net.minecraftforge.client.event.TextureStitchEvent;
import appeng.api.features.InscriberProcessType;
import appeng.client.render.FacingToRotation;
import appeng.core.AppEng;
import appeng.recipes.handlers.InscriberRecipe;
import appeng.tile.misc.InscriberBlockEntity;
/**
* Renders the dynamic parts of an inscriber (the presses, the animation and the
* item being smashed)
*/
public final class InscriberTESR extends BlockEntityRenderer<InscriberBlockEntity> {
private static final float ITEM_RENDER_SCALE = 1.0f / 1.2f;
private static final SpriteIdentifier TEXTURE_INSIDE = new SpriteIdentifier(PlayerContainer.LOCATION_BLOCKS_TEXTURE,
new Identifier(AppEng.MOD_ID, "block/inscriber_inside"));
public InscriberTESR(BlockEntityRenderDispatcher rendererDispatcherIn) {
super(rendererDispatcherIn);
}
@Override
public void render(InscriberBlockEntity tile, float partialTicks, MatrixStack ms, VertexConsumerProvider buffers,
int combinedLight, int combinedOverlay) {
// render inscriber
ms.push();
ms.translate(0.5F, 0.5F, 0.5F);
FacingToRotation.get(tile.getForward(), tile.getUp()).push(ms);
ms.translate(-0.5F, -0.5F, -0.5F);
// render sides of stamps
long absoluteProgress = 0;
if (tile.isSmash()) {
final long currentTime = System.currentTimeMillis();
absoluteProgress = currentTime - tile.getClientStart();
if (absoluteProgress > 800) {
tile.setSmash(false);
}
}
final float relativeProgress = absoluteProgress % 800 / 400.0f;
float progress = relativeProgress;
if (progress > 1.0f) {
progress = 1.0f - (easeDecompressMotion(progress - 1.0f));
} else {
progress = easeCompressMotion(progress);
}
float press = 0.2f;
press -= progress / 5.0f;
float middle = 0.5f;
middle += 0.02f;
final float TwoPx = 2.0f / 16.0f;
final float base = 0.4f;
final Sprite tas = TEXTURE_INSIDE.getSprite();
VertexConsumer buffer = buffers.getBuffer(RenderLayer.getSolid());
// Bottom of Top Stamp
addVertex(buffer, ms, tas, TwoPx, middle + press, TwoPx, 2, 13, combinedOverlay, combinedLight, Direction.DOWN);
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle + press, TwoPx, 14, 13, combinedOverlay, combinedLight,
Direction.DOWN);
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle + press, 1.0f - TwoPx, 14, 2, combinedOverlay, combinedLight,
Direction.DOWN);
addVertex(buffer, ms, tas, TwoPx, middle + press, 1.0f - TwoPx, 2, 2, combinedOverlay, combinedLight,
Direction.DOWN);
// Front of Top Stamp
addVertex(buffer, ms, tas, TwoPx, middle + base, TwoPx, 2, 3 - 16 * (press - base), combinedOverlay,
combinedLight, Direction.NORTH);
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle + base, TwoPx, 14, 3 - 16 * (press - base), combinedOverlay,
combinedLight, Direction.NORTH);
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle + press, TwoPx, 14, 3, combinedOverlay, combinedLight,
Direction.NORTH);
addVertex(buffer, ms, tas, TwoPx, middle + press, TwoPx, 2, 3, combinedOverlay, combinedLight, Direction.NORTH);
// Top of Bottom Stamp
middle -= 2.0f * 0.02f;
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle - press, TwoPx, 2, 13, combinedOverlay, combinedLight,
Direction.UP);
addVertex(buffer, ms, tas, TwoPx, middle - press, TwoPx, 14, 13, combinedOverlay, combinedLight, Direction.UP);
addVertex(buffer, ms, tas, TwoPx, middle - press, 1.0f - TwoPx, 14, 2, combinedOverlay, combinedLight,
Direction.UP);
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle - press, 1.0f - TwoPx, 2, 2, combinedOverlay, combinedLight,
Direction.UP);
// Front of Bottom Stamp
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle + -base, TwoPx, 2, 3 - 16 * (press - base), combinedOverlay,
combinedLight, Direction.NORTH);
addVertex(buffer, ms, tas, TwoPx, middle - base, TwoPx, 14, 3 - 16 * (press - base), combinedOverlay,
combinedLight, Direction.NORTH);
addVertex(buffer, ms, tas, TwoPx, middle - press, TwoPx, 14, 3, combinedOverlay, combinedLight,
Direction.NORTH);
addVertex(buffer, ms, tas, 1.0f - TwoPx, middle - press, TwoPx, 2, 3, combinedOverlay, combinedLight,
Direction.NORTH);
// render items.
FixedItemInv tileInv = tile.getInternalInventory();
int items = 0;
if (!tileInv.getInvStack(0).isEmpty()) {
items++;
}
if (!tileInv.getInvStack(1).isEmpty()) {
items++;
}
if (!tileInv.getInvStack(2).isEmpty()) {
items++;
}
boolean renderPresses;
if (relativeProgress > 1.0f || items == 0) {
// When crafting completes, dont render the presses (they mave have been
// consumed, see below)
renderPresses = false;
ItemStack is = tileInv.getInvStack(3);
if (is.isEmpty()) {
final InscriberRecipe ir = tile.getTask();
if (ir != null) {
// The "PRESS" type will consume the presses so they should not render after
// completing
// the press animation
renderPresses = ir.getProcessType() == InscriberProcessType.INSCRIBE;
is = ir.getOutput().copy();
}
}
this.renderItem(ms, is, 0.0f, buffers, combinedLight, combinedOverlay);
} else {
renderPresses = true;
this.renderItem(ms, tileInv.getInvStack(2), 0.0f, buffers, combinedLight, combinedOverlay);
}
if (renderPresses) {
this.renderItem(ms, tileInv.getInvStack(0), press, buffers, combinedLight, combinedOverlay);
this.renderItem(ms, tileInv.getInvStack(1), -press, buffers, combinedLight, combinedOverlay);
}
ms.pop();
}
private static void addVertex(VertexConsumer vb, MatrixStack ms, Sprite sprite, float x, float y,
float z, double texU, double texV, int overlayUV, int lightmapUV, Direction front) {
vb.pos(ms.peek().getMatrix(), x, y, z);
vb.color(1.0f, 1.0f, 1.0f, 1.0f);
vb.tex(sprite.getFrameU(texU), sprite.getFrameV(texV));
vb.overlay(overlayUV);
vb.lightmap(lightmapUV);
vb.normal(ms.peek().getNormal(), front.getOffsetX(), front.getOffsetY(), front.getOffsetZ());
vb.endVertex();
}
private static final Identifier TAG_STORAGE_BLOCKS = new Identifier("forge:storage_blocks");
private void renderItem(MatrixStack ms, final ItemStack stack, final float o, VertexConsumerProvider buffers,
int combinedLight, int combinedOverlay) {
if (!stack.isEmpty()) {
ms.push();
// move to center
ms.translate(0.5f, 0.5f + o, 0.5f);
ms.multiply(new Quaternion(90, 0, 0, true));
// set scale
ms.scale(ITEM_RENDER_SCALE, ITEM_RENDER_SCALE, ITEM_RENDER_SCALE);
ItemRenderer itemRenderer = MinecraftClient.getInstance().getItemRenderer();
// heuristic to scale items down much further than blocks
if (!stack.getItem().getTags().contains(TAG_STORAGE_BLOCKS)) {
ms.scale(0.5f, 0.5f, 0.5f);
}
itemRenderer.renderItem(stack, ModelTransformation.Mode.FIXED, combinedLight, combinedOverlay, ms,
buffers);
ms.pop();
}
}
public static void registerTexture(TextureStitchEvent.Pre evt) {
if (evt.getMap().getTextureLocation().equals(TEXTURE_INSIDE.getAtlasLocation())) {
evt.addSprite(TEXTURE_INSIDE.getTextureLocation());
}
}
// See https://easings.net/#easeOutBack
private static float easeCompressMotion(float x) {
float c1 = 1.70158f;
float c3 = c1 + 1;
return (float) (1 + c3 * Math.pow(x - 1, 3) + c1 * Math.pow(x - 1, 2));
}
// See https://easings.net/#easeInQuint
private static float easeDecompressMotion(float x) {
return x * x * x * x * x;
}
}
@@ -1,60 +0,0 @@
/*
* 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.tesr;
import java.util.List;
import com.google.common.collect.ImmutableList;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.client.render.VertexConsumerProvider;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import appeng.client.render.FacingToRotation;
import appeng.client.render.renderable.Renderable;
import appeng.tile.AEBaseBlockEntity;
@Environment(EnvType.CLIENT)
public class ModularTESR<T extends AEBaseBlockEntity> extends BlockEntityRenderer<T> {
private final List<Renderable<? super T>> renderables;
@SafeVarargs
public ModularTESR(BlockEntityRenderDispatcher rendererDispatcherIn, Renderable<? super T>... renderables) {
super(rendererDispatcherIn);
this.renderables = ImmutableList.copyOf(renderables);
}
@Override
public void render(T te, float partialTicks, MatrixStack ms, VertexConsumerProvider buffers, int combinedLight,
int combinedOverlay) {
ms.push();
ms.translate(0.5, 0.5, 0.5);
FacingToRotation.get(te.getForward(), te.getUp()).push(ms);
ms.translate(-0.5, -0.5, -0.5);
for (Renderable<? super T> renderable : this.renderables) {
renderable.renderTileEntityAt(te, partialTicks, ms, buffers, combinedLight, combinedOverlay);
}
ms.pop();
}
}
@@ -0,0 +1,124 @@
/*
* 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.tesr;
import appeng.block.storage.SkyChestBlock;
import appeng.block.storage.SkyChestBlock.SkyChestType;
import appeng.core.AppEng;
import appeng.tile.storage.SkyChestBlockEntity;
import com.google.common.collect.ImmutableList;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.fabricmc.fabric.api.event.client.ClientSpriteRegistryCallback;
import net.minecraft.block.Block;
import net.minecraft.client.model.ModelPart;
import net.minecraft.client.render.RenderLayer;
import net.minecraft.client.render.TexturedRenderLayers;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.client.util.SpriteIdentifier;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.client.util.math.Vector3f;
import net.minecraft.util.Identifier;
// This is mostly a copy&paste job of the vanilla chest TESR
@Environment(EnvType.CLIENT)
public class SkyChestTESR extends BlockEntityRenderer<SkyChestBlockEntity> {
public static final SpriteIdentifier TEXTURE_STONE = new SpriteIdentifier(TexturedRenderLayers.CHEST_ATLAS_TEXTURE,
new Identifier(AppEng.MOD_ID, "models/skychest"));
public static final SpriteIdentifier TEXTURE_BLOCK = new SpriteIdentifier(TexturedRenderLayers.CHEST_ATLAS_TEXTURE,
new Identifier(AppEng.MOD_ID, "models/skyblockchest"));
public static final ImmutableList<SpriteIdentifier> SPRITES = ImmutableList.of(
TEXTURE_STONE,
TEXTURE_BLOCK
);
private final ModelPart singleLid;
private final ModelPart singleBottom;
private final ModelPart singleLatch;
public SkyChestTESR(BlockEntityRenderDispatcher rendererDispatcherIn) {
super(rendererDispatcherIn);
this.singleBottom = new ModelPart(64, 64, 0, 19);
this.singleBottom.addCuboid(1.0F, 0.0F, 1.0F, 14.0F, 10.0F, 14.0F, 0.0F);
this.singleLid = new ModelPart(64, 64, 0, 0);
this.singleLid.addCuboid(1.0F, 0.0F, 0.0F, 14.0F, 5.0F, 14.0F, 0.0F);
this.singleLid.pivotY = 9.0F;
this.singleLid.pivotZ = 1.0F;
this.singleLatch = new ModelPart(64, 64, 0, 0);
this.singleLatch.addCuboid(7.0F, -1.0F, 15.0F, 2.0F, 4.0F, 1.0F, 0.0F);
this.singleLatch.pivotY = 8.0F;
}
@Override
public void render(SkyChestBlockEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn,
VertexConsumerProvider bufferIn, int combinedLightIn, int combinedOverlayIn) {
matrixStackIn.push();
float f = tileEntityIn.getForward().asRotation();
matrixStackIn.translate(0.5D, 0.5D, 0.5D);
matrixStackIn.multiply(Vector3f.POSITIVE_Y.getDegreesQuaternion(-f));
matrixStackIn.translate(-0.5D, -0.5D, -0.5D);
float f1 = tileEntityIn.getAnimationProgress(partialTicks);
f1 = 1.0F - f1;
f1 = 1.0F - f1 * f1 * f1;
SpriteIdentifier material = this.getMaterial(tileEntityIn);
VertexConsumer ivertexbuilder = material.getVertexConsumer(bufferIn, RenderLayer::getEntityCutout);
this.renderModels(matrixStackIn, ivertexbuilder, this.singleLid, this.singleLatch, this.singleBottom, f1,
combinedLightIn, combinedOverlayIn);
matrixStackIn.pop();
}
// See ChestBlockEntityRenderer
private void renderModels(MatrixStack matrixStackIn, VertexConsumer bufferIn, ModelPart chestLid,
ModelPart chestLatch, ModelPart chestBottom, float lidAngle, int combinedLightIn,
int combinedOverlayIn) {
chestLid.pitch = -(lidAngle * 1.5707964F);
chestLatch.pitch = chestLid.pitch;
chestLid.render(matrixStackIn, bufferIn, combinedLightIn, combinedOverlayIn);
chestLatch.render(matrixStackIn, bufferIn, combinedLightIn, combinedOverlayIn);
chestBottom.render(matrixStackIn, bufferIn, combinedLightIn, combinedOverlayIn);
}
protected SpriteIdentifier getMaterial(SkyChestBlockEntity tileEntity) {
SkyChestType type = SkyChestType.BLOCK;
if (tileEntity.getWorld() != null) {
Block blockType = tileEntity.getCachedState().getBlock();
if (blockType instanceof SkyChestBlock) {
type = ((SkyChestBlock) blockType).type;
}
}
switch (type) {
case STONE:
return TEXTURE_STONE;
default:
case BLOCK:
return TEXTURE_BLOCK;
}
}
}
@@ -0,0 +1,108 @@
/*
* 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.tesr;
import net.fabricmc.api.EnvType;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
import net.minecraft.client.render.model.BakedModel;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.block.BlockState;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.TexturedRenderLayers;
import net.minecraft.client.render.block.BlockRenderManager;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.block.entity.BlockEntityRenderer;
import net.minecraft.util.math.Direction;
import net.fabricmc.api.Environment;
import appeng.client.render.FacingToRotation;
import appeng.tile.misc.SkyCompassBlockEntity;
@Environment(EnvType.CLIENT)
public class SkyCompassTESR extends BlockEntityRenderer<SkyCompassBlockEntity> {
private static BlockRenderManager blockRenderer;
public SkyCompassTESR(BlockEntityRenderDispatcher rendererDispatcherIn) {
super(rendererDispatcherIn);
}
@Override
public void render(SkyCompassBlockEntity te, float partialTicks, MatrixStack ms, VertexConsumerProvider buffers,
int combinedLightIn, int combinedOverlayIn) {
if (blockRenderer == null) {
blockRenderer = MinecraftClient.getInstance().getBlockRenderManager();
}
VertexConsumer buffer = buffers.getBuffer(TexturedRenderLayers.getEntityTranslucentCull());
BlockState blockState = te.getCachedState();
BakedModel model = blockRenderer.getModels().getModel(blockState);
// FIXME: Rotation was previously handled by an auto rotating model I think, but
// FIXME: Should be handled using matrices instead
Direction forward = te.getForward();
Direction up = te.getUp();
// This ensures the needle isn't flipped by the model rotator. Since the model
// is symmetrical, this should
// not affect the appearance
if (forward == Direction.UP || forward == Direction.DOWN) {
up = Direction.NORTH;
}
// Flip forward/up for rendering, the base model is facing up without any
// rotation
ms.push();
ms.translate(0.5D, 0.5D, 0.5D);
FacingToRotation.get(up, forward).push(ms);
ms.translate(-0.5D, -0.5D, -0.5D);
// FIXME FABRIC ModelDataMap modelData = new ModelDataMap.Builder().withInitial(SkyCompassBakedModel.ROTATION, getRotation(te)).build();
blockRenderer.getModelRenderer().render(ms.peek(), buffer, null, model, 1, 1, 1, combinedLightIn,
combinedOverlayIn);
ms.pop();
}
// FIXME FABRIC This needs to go to the tile entity (?)
private static float getRotation(SkyCompassBlockEntity skyCompass) {
float rotation = 0;
if (skyCompass.getForward() == Direction.UP || skyCompass.getForward() == Direction.DOWN) {
// FIXME FABRIC rotation = SkyCompassBakedModel.getAnimatedRotation(skyCompass.getPos(), false);
} else {
// FIXME FABRIC rotation = SkyCompassBakedModel.getAnimatedRotation(null, false);
}
if (skyCompass.getForward() == Direction.DOWN) {
// FIXME FABRIC rotation = flipidiy(rotation);
}
return rotation;
}
private static float flipidiy(float rad) {
float x = (float) Math.cos(rad);
float y = (float) Math.sin(rad);
return (float) Math.atan2(-y, x);
}
}