Added spotless back and reformatted
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@@ -20,28 +20,27 @@ package appeng.tile.crafting;
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import java.util.Random;
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import appeng.mixins.RenderPhaseMixin;
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import org.lwjgl.opengl.GL11;
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import net.fabricmc.api.EnvType;
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import net.fabricmc.api.Environment;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.render.*;
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import net.minecraft.client.render.block.entity.BlockEntityRenderDispatcher;
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import net.minecraft.client.render.block.entity.BlockEntityRenderer;
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import net.minecraft.client.render.item.ItemRenderer;
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import net.minecraft.client.render.model.BakedModel;
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import net.minecraft.client.render.model.json.ModelTransformation;
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import net.minecraft.client.texture.SpriteAtlasTexture;
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import net.minecraft.client.util.ModelIdentifier;
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import net.minecraft.client.util.math.MatrixStack;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.render.model.BakedModel;
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import net.minecraft.client.render.model.json.ModelTransformation;
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import net.minecraft.item.BlockItem;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.Identifier;
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import net.fabricmc.api.Environment;
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import appeng.client.render.effects.ParticleTypes;
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import appeng.core.AppEng;
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import appeng.mixins.RenderPhaseMixin;
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/**
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* Renders the item currently being crafted by the molecular assembler, as well
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@@ -50,8 +49,8 @@ import appeng.core.AppEng;
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@Environment(EnvType.CLIENT)
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public class MolecularAssemblerRenderer extends BlockEntityRenderer<MolecularAssemblerBlockEntity> {
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public static final ModelIdentifier LIGHTS_MODEL = new ModelIdentifier(AppEng.makeId(
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"block/molecular_assembler_lights"), "");
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public static final ModelIdentifier LIGHTS_MODEL = new ModelIdentifier(
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AppEng.makeId("block/molecular_assembler_lights"), "");
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private static final RenderLayer MC_161917_RENDERTYPE_FIX = createRenderType();
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@@ -63,7 +62,7 @@ public class MolecularAssemblerRenderer extends BlockEntityRenderer<MolecularAss
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@Override
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public void render(MolecularAssemblerBlockEntity molecularAssembler, float partialTicks, MatrixStack ms,
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VertexConsumerProvider bufferIn, int combinedLightIn, int combinedOverlayIn) {
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VertexConsumerProvider bufferIn, int combinedLightIn, int combinedOverlayIn) {
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AssemblerAnimationStatus status = molecularAssembler.getAnimationStatus();
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if (status != null) {
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@@ -85,7 +84,7 @@ public class MolecularAssemblerRenderer extends BlockEntityRenderer<MolecularAss
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}
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private void renderPowerLight(MatrixStack ms, VertexConsumerProvider bufferIn, int combinedLightIn,
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int combinedOverlayIn) {
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int combinedOverlayIn) {
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// Render the translucent light overlay here instead of in the block, because
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// thanks to the following MC
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// bug, our particles would otherwise not be visible (because the glass pane
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@@ -96,12 +95,12 @@ public class MolecularAssemblerRenderer extends BlockEntityRenderer<MolecularAss
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BakedModel lightsModel = minecraft.getBakedModelManager().getModel(LIGHTS_MODEL);
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VertexConsumer buffer = bufferIn.getBuffer(MC_161917_RENDERTYPE_FIX);
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minecraft.getBlockRenderManager().getModelRenderer().render(ms.peek(), buffer, null,
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lightsModel, 1, 1, 1, combinedLightIn, combinedOverlayIn);
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minecraft.getBlockRenderManager().getModelRenderer().render(ms.peek(), buffer, null, lightsModel, 1, 1, 1,
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combinedLightIn, combinedOverlayIn);
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}
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private void renderStatus(MolecularAssemblerBlockEntity molecularAssembler, MatrixStack ms,
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VertexConsumerProvider bufferIn, int combinedLightIn, AssemblerAnimationStatus status) {
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VertexConsumerProvider bufferIn, int combinedLightIn, AssemblerAnimationStatus status) {
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double centerX = molecularAssembler.getPos().getX() + 0.5f;
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double centerY = molecularAssembler.getPos().getY() + 0.5f;
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double centerZ = molecularAssembler.getPos().getZ() + 0.5f;
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@@ -130,28 +129,27 @@ public class MolecularAssemblerRenderer extends BlockEntityRenderer<MolecularAss
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ms.translate(0, -0.2f, 0);
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}
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itemRenderer.renderItem(is, ModelTransformation.Mode.GROUND, combinedLightIn,
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OverlayTexture.DEFAULT_UV, ms, bufferIn);
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itemRenderer.renderItem(is, ModelTransformation.Mode.GROUND, combinedLightIn, OverlayTexture.DEFAULT_UV, ms,
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bufferIn);
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ms.pop();
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}
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/**
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* See above for when this can be removed. It creates a RenderType that is
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* equivalent to {@link RenderLayer#getTranslucent()}, but enables alpha testing.
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* This prevents the fully transparents parts of the rendered block model from
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* occluding our particles.
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* equivalent to {@link RenderLayer#getTranslucent()}, but enables alpha
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* testing. This prevents the fully transparents parts of the rendered block
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* model from occluding our particles.
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*/
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private static RenderLayer createRenderType() {
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RenderPhase.Texture mipmapBlockAtlasTexture = new RenderPhase.Texture(
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SpriteAtlasTexture.BLOCK_ATLAS_TEX, false, true);
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RenderPhase.Texture mipmapBlockAtlasTexture = new RenderPhase.Texture(SpriteAtlasTexture.BLOCK_ATLAS_TEX, false,
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true);
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RenderPhase.Lightmap disableLightmap = new RenderPhase.Lightmap(false);
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RenderLayer.MultiPhaseParameters glState = RenderLayer.MultiPhaseParameters.builder()
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.texture(mipmapBlockAtlasTexture)
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.transparency(RenderPhaseMixin.getTranslucentTransparency()).alpha(new RenderPhase.Alpha(0.05F))
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.lightmap(disableLightmap).build(true);
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.texture(mipmapBlockAtlasTexture).transparency(RenderPhaseMixin.getTranslucentTransparency())
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.alpha(new RenderPhase.Alpha(0.05F)).lightmap(disableLightmap).build(true);
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return RenderLayer.of("ae2_translucent_alphatest", VertexFormats.POSITION_COLOR_TEXTURE_LIGHT,
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GL11.GL_QUADS, 256, glState);
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return RenderLayer.of("ae2_translucent_alphatest", VertexFormats.POSITION_COLOR_TEXTURE_LIGHT, GL11.GL_QUADS,
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256, glState);
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}
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}
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