First pass of implementing rendering for crafting cubes (#7)
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package appeng.client.render.crafting;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.util.EnumFacing;
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import appeng.block.crafting.BlockCraftingUnit;
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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 normal base texture onto the inner cube.
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* The light texture is only drawn fullbright if the multiblock is currently powered.
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*/
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class LightBakedModel extends CraftingCubeBakedModel
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{
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private final TextureAtlasSprite baseTexture;
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private final TextureAtlasSprite lightTexture;
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LightBakedModel( VertexFormat format, TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer, TextureAtlasSprite baseTexture, TextureAtlasSprite lightTexture )
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{
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super( format, 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( EnumFacing facing, IBlockState state, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2 )
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{
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builder.setTexture( baseTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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boolean powered = state.getValue( BlockCraftingUnit.POWERED );
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builder.setRenderFullBright( powered );
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builder.setTexture( 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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