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 net.minecraftforge.common.property.IExtendedBlockState;
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import appeng.api.util.AEColor;
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import appeng.block.crafting.BlockCraftingMonitor;
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import appeng.client.render.cablebus.CubeBuilder;
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/**
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* The baked model for the crafting monitor. Please note that this model doesn't handle the item being displayed. That is handled by a TESR.
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* Instead, this model adds 3 layered light textures using the [dark|medium|bright] color variants of the attached bus color. The textures
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* are full-bright if the cube is powered.
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*/
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class MonitorBakedModel extends CraftingCubeBakedModel
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{
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private final TextureAtlasSprite chassisTexture;
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private final TextureAtlasSprite baseTexture;
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private final TextureAtlasSprite lightDarkTexture;
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private final TextureAtlasSprite lightMediumTexture;
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private final TextureAtlasSprite lightBrightTexture;
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MonitorBakedModel( VertexFormat format,
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TextureAtlasSprite ringCorner,
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TextureAtlasSprite ringHor,
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TextureAtlasSprite ringVer,
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TextureAtlasSprite chassisTexture,
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TextureAtlasSprite baseTexture,
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TextureAtlasSprite lightDarkTexture,
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TextureAtlasSprite lightMediumTexture,
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TextureAtlasSprite lightBrightTexture )
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{
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super( format, ringCorner, ringHor, ringVer );
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this.chassisTexture = chassisTexture;
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this.baseTexture = baseTexture;
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this.lightDarkTexture = lightDarkTexture;
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this.lightMediumTexture = lightMediumTexture;
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this.lightBrightTexture = lightBrightTexture;
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}
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@Override
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protected void addInnerCube( EnumFacing side, IBlockState state, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2 )
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{
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EnumFacing forward = getForward( state );
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// For sides other than the front, use the chassis texture
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if( side != forward )
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{
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builder.setTexture( chassisTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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return;
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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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// Now add the three layered light textures
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AEColor color = getColor( state );
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boolean powered = state.getValue( BlockCraftingMonitor.POWERED );
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builder.setRenderFullBright( powered );
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builder.setColorRGB( color.whiteVariant );
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builder.setTexture( lightBrightTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.setColorRGB( color.mediumVariant );
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builder.setTexture( lightMediumTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.setColorRGB( color.blackVariant );
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builder.setTexture( lightDarkTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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}
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private static AEColor getColor( IBlockState state )
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{
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if( state instanceof IExtendedBlockState )
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{
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IExtendedBlockState extState = (IExtendedBlockState) state;
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AEColor color = extState.getValue( BlockCraftingMonitor.COLOR );
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if( color != null )
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{
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return color;
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}
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}
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return AEColor.Transparent;
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}
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private static EnumFacing getForward( IBlockState state )
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{
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if( state instanceof IExtendedBlockState )
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{
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IExtendedBlockState extState = (IExtendedBlockState) state;
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EnumFacing forward = extState.getValue( BlockCraftingMonitor.FORWARD );
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if( forward != null )
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{
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return forward;
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}
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}
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return EnumFacing.NORTH;
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}
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}
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