Added new Cell Rendering to ME Chest (#4464)
Moved cell models to origin 0,0,0. Implemented a TER to render cell models/LED in the ME chest as they are rendered in the drive.
This commit is contained in:
@@ -28,6 +28,7 @@ import javax.annotation.Nullable;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.renderer.Matrix4f;
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import net.minecraft.client.renderer.Vector3f;
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import net.minecraft.client.renderer.model.BakedQuad;
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import net.minecraft.client.renderer.model.IBakedModel;
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import net.minecraft.item.Item;
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@@ -49,6 +50,19 @@ public class DriveBakedModel extends DelegateBakedModel {
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this.defaultCell = defaultCell;
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}
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/**
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* Calculates the origin of a drive slot for positioning a cell model into it.
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*/
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public static void getSlotOrigin(int row, int col, Vector3f translation) {
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// Position this drive model copy at the correct slot. The transform is based on
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// the cell-model being in slot 0,0,0 while the upper left slot's origin is at
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// 9,13,1
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float xOffset = (9 - col * 8) / 16.0f;
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float yOffset = (13 - row * 3) / 16.0f;
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float zOffset = 1 / 16.0f;
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translation.set(xOffset, yOffset, zOffset);
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}
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@Nonnull
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@Override
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand,
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@@ -63,17 +77,14 @@ public class DriveBakedModel extends DelegateBakedModel {
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DriveSlotsState slotsState = driveModelData.getSlotsState();
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Vector3f slotTranslation = new Vector3f();
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if (slotsState != null) {
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for (int row = 0; row < 5; row++) {
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for (int col = 0; col < 2; col++) {
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Matrix4f transform = new Matrix4f();
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// Position this drive model copy at the correct slot. The transform is based on
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// the
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// cell-model being in slot 0,0 at the top left of the drive.
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float xOffset = -col * 8 / 16.0f;
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float yOffset = -row * 3 / 16.0f;
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transform.setTranslation(xOffset, yOffset, 0);
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getSlotOrigin(row, col, slotTranslation);
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transform.setTranslation(slotTranslation.getX(), slotTranslation.getY(), slotTranslation.getZ());
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int slot = row * 2 + col;
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@@ -0,0 +1,106 @@
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package appeng.client.render.tesr;
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import java.util.EnumMap;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.client.renderer.Vector3f;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import appeng.api.implementations.tiles.IChestOrDrive;
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import appeng.block.storage.DriveSlotState;
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/**
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* Utility class to render LEDs for storage cells from a Tile Entity Renderer.
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*/
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class CellLedRenderer {
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private static final EnumMap<DriveSlotState, Vector3f> STATE_COLORS;
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// Color used for the cell indicator for blinking during recent activity
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private static final Vector3f BLINK_COLOR = new Vector3f(1, 0.5f, 0.5f);
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static {
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STATE_COLORS = new EnumMap<>(DriveSlotState.class);
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STATE_COLORS.put(DriveSlotState.OFFLINE, new Vector3f(0, 0, 0));
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STATE_COLORS.put(DriveSlotState.ONLINE, new Vector3f(0, 1, 0));
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STATE_COLORS.put(DriveSlotState.NOT_EMPTY, new Vector3f(0f, 0.667f, 1));
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STATE_COLORS.put(DriveSlotState.TYPES_FULL, new Vector3f(1, 0.667f, 0));
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STATE_COLORS.put(DriveSlotState.FULL, new Vector3f(1, 0, 0));
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}
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// The positions are based on the upper left slot in a drive
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private static final float L = 5 / 16.f; // left (x-axis)
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private static final float R = 4 / 16.f; // right (x-axis)
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private static final float T = 1 / 16.f; // top (y-axis)
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private static final float B = -0.001f / 16.f; // bottom (y-axis)
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private static final float FR = -0.001f / 16.f; // front (z-axis)
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private static final float BA = 0.499f / 16.f; // back (z-axis)
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// Vertex data for the LED cuboid (has no back)
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// Directions are when looking from the front onto the LED
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private static final float[] LED_QUADS = {
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// Front Face
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R, T, FR, L, T, FR, L, B, FR, R, B, FR,
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// Left Face
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L, T, FR, L, T, BA, L, B, BA, L, B, FR,
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// Right Face
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R, T, BA, R, T, FR, R, B, FR, R, B, BA,
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// Top Face
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R, T, BA, L, T, BA, L, T, FR, R, T, FR,
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// Bottom Face
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R, B, FR, L, B, FR, L, B, BA, R, B, BA, };
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public static final RenderType RENDER_LAYER = RenderType.makeType("ae_drive_leds",
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DefaultVertexFormats.POSITION_COLOR, 7, 32565, false, true, RenderType.State.getBuilder().build(false));
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public static void renderLed(IChestOrDrive drive, int slot, IVertexBuilder buffer, MatrixStack ms,
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float partialTicks) {
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Vector3f color = getColorForSlot(drive, slot, partialTicks);
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if (color == null) {
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return;
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}
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for (int i = 0; i < LED_QUADS.length; i += 3) {
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float x = LED_QUADS[i];
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float y = LED_QUADS[i + 1];
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float z = LED_QUADS[i + 2];
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buffer.pos(ms.getLast().getMatrix(), x, y, z).color(color.getX(), color.getY(), color.getZ(), 1.f)
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.endVertex();
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}
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}
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private static Vector3f getColorForSlot(IChestOrDrive drive, int slot, float partialTicks) {
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DriveSlotState state = DriveSlotState.fromCellStatus(drive.getCellStatus(slot));
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if (state == DriveSlotState.EMPTY) {
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return null;
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}
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if (!drive.isPowered()) {
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return STATE_COLORS.get(DriveSlotState.OFFLINE);
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}
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Vector3f col = STATE_COLORS.get(state);
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if (drive.isCellBlinking(slot)) {
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// 200 ms interval (100ms to get to red, then 100ms back)
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long t = System.currentTimeMillis() % 200;
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float f = (t - 100) / 200.0f + 0.5f;
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f = easeInOutCubic(f);
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col = col.copy();
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col.lerp(BLINK_COLOR, f);
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}
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return col;
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}
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private static float easeInOutCubic(float x) {
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return x < 0.5f ? 4 * x * x * x : 1 - (float) Math.pow(-2 * x + 2, 3) / 2;
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}
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private CellLedRenderer() {
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}
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}
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@@ -0,0 +1,154 @@
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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.tesr;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.BlockModelRenderer;
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import net.minecraft.client.renderer.IRenderTypeBuffer;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.client.renderer.model.BakedQuad;
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import net.minecraft.client.renderer.model.IBakedModel;
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import net.minecraft.client.renderer.model.ModelManager;
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import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
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import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
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import net.minecraft.item.Item;
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import net.minecraft.item.Items;
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import net.minecraft.util.Direction;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.World;
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import net.minecraftforge.client.model.data.EmptyModelData;
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import net.minecraftforge.client.model.data.IModelData;
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import appeng.api.client.ICellModelRegistry;
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import appeng.block.storage.DriveSlotsState;
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import appeng.client.render.DelegateBakedModel;
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import appeng.client.render.FacingToRotation;
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import appeng.core.Api;
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import appeng.tile.storage.ChestTileEntity;
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/**
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* The tile entity renderer for ME chests takes care of rendering the right
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* model for the inserted cell, as well as the LED.
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*/
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public class ChestTileEntityRenderer extends TileEntityRenderer<ChestTileEntity> {
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private final ICellModelRegistry cellModelRegistry = Api.instance().client().cells();
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private final ModelManager modelManager;
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private final BlockModelRenderer blockRenderer;
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public ChestTileEntityRenderer(TileEntityRendererDispatcher rendererDispatcherIn) {
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super(rendererDispatcherIn);
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Minecraft client = Minecraft.getInstance();
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modelManager = client.getModelManager();
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blockRenderer = client.getBlockRendererDispatcher().getBlockModelRenderer();
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}
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@Override
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public void render(ChestTileEntity chest, float partialTicks, MatrixStack matrices, IRenderTypeBuffer buffers,
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int combinedLight, int combinedOverlay) {
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World world = chest.getWorld();
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if (world == null) {
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return;
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}
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DriveSlotsState driveSlotState = DriveSlotsState.fromChestOrDrive(chest);
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Item cellItem = driveSlotState.getCell(0);
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if (cellItem == null || cellItem == Items.AIR) {
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return; // No cell inserted into chest
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}
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ResourceLocation cellModelLocation = cellModelRegistry.model(cellItem);
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if (cellModelLocation == null) {
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cellModelLocation = cellModelRegistry.getDefaultModel();
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}
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IBakedModel model = modelManager.getModel(cellModelLocation);
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matrices.push();
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matrices.translate(0.5, 0.5, 0.5);
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FacingToRotation rotation = FacingToRotation.get(chest.getForward(), chest.getUp());
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rotation.push(matrices);
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matrices.translate(-0.5, -0.5, -0.5);
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// The models are created for the top-left slot of the drive model,
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// we need to move them into place for the slot on the ME chest
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matrices.translate(5 / 16.0, 4 / 16.0, 0);
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// Render the cell model as-if it was a block model
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IVertexBuilder buffer = buffers.getBuffer(RenderType.getCutout());
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// We "fake" the position here to make it use the light-value in front of the
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// drive
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FaceRotatingModel rotatedModel = new FaceRotatingModel(model, rotation);
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blockRenderer.renderModel(world, rotatedModel, chest.getBlockState(), chest.getPos(), matrices, buffer, false,
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new Random(), 0L, combinedOverlay, EmptyModelData.INSTANCE);
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IVertexBuilder ledBuffer = buffers.getBuffer(CellLedRenderer.RENDER_LAYER);
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CellLedRenderer.renderLed(chest, 0, ledBuffer, matrices, partialTicks);
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matrices.pop();
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}
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/**
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* The actual vertex data will be transformed using the matrix stack, but the
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* faces will not be correctly rotated so the incorrect lighting data would be
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* used to apply diffuse lighting and the lightmap texture.
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*/
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private static class FaceRotatingModel extends DelegateBakedModel {
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private final FacingToRotation r;
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protected FaceRotatingModel(IBakedModel base, FacingToRotation r) {
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super(base);
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this.r = r;
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}
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@Nonnull
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@Override
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand,
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@Nonnull IModelData extraData) {
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if (side != null) {
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side = r.rotate(side); // This fixes the incorrect lightmap position
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}
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List<BakedQuad> quads = new ArrayList<>(super.getQuads(state, side, rand, extraData));
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for (int i = 0; i < quads.size(); i++) {
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BakedQuad quad = quads.get(i);
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quads.set(i, new BakedQuad(quad.getVertexData(), quad.getTintIndex(), r.rotate(quad.getFace()),
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quad.func_187508_a(), quad.shouldApplyDiffuseLighting()));
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}
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return quads;
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}
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}
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}
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@@ -1,21 +1,17 @@
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package appeng.client.render.tesr;
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import java.util.EnumMap;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import net.minecraft.client.renderer.IRenderTypeBuffer;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.client.renderer.Vector3f;
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import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
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import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import appeng.block.storage.DriveSlotState;
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import appeng.client.render.FacingToRotation;
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import appeng.client.render.model.DriveBakedModel;
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import appeng.tile.storage.DriveTileEntity;
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/**
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@@ -24,44 +20,6 @@ import appeng.tile.storage.DriveTileEntity;
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@OnlyIn(Dist.CLIENT)
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public class DriveLedTileEntityRenderer extends TileEntityRenderer<DriveTileEntity> {
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private static final EnumMap<DriveSlotState, Vector3f> STATE_COLORS;
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// Color used for the cell indicator for blinking during recent activity
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private static final Vector3f BLINK_COLOR = new Vector3f(1, 0.5f, 0.5f);
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static {
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STATE_COLORS = new EnumMap<>(DriveSlotState.class);
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STATE_COLORS.put(DriveSlotState.OFFLINE, new Vector3f(0, 0, 0));
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STATE_COLORS.put(DriveSlotState.ONLINE, new Vector3f(0, 1, 0));
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STATE_COLORS.put(DriveSlotState.NOT_EMPTY, new Vector3f(0f, 0.667f, 1));
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STATE_COLORS.put(DriveSlotState.TYPES_FULL, new Vector3f(1, 0.667f, 0));
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STATE_COLORS.put(DriveSlotState.FULL, new Vector3f(1, 0, 0));
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}
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private static final float L = 14 / 16.f; // left (x-axis)
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private static final float R = 13 / 16.f; // right (x-axis)
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private static final float T = 14 / 16.f; // top (x-axis)
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private static final float B = 12.999f / 16.f; // bottom (x-axis)
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private static final float FR = 0.999f / 16.f; // front (z-axis)
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private static final float BA = 1.499f / 16.f; // back (z-axis)
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// Vertex data for the LED cuboid (has no back)
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// Directions are when looking from the front onto the LED
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private static final float[] LED_QUADS = {
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// Front Face
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R, T, FR, L, T, FR, L, B, FR, R, B, FR,
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// Left Face
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L, T, FR, L, T, BA, L, B, BA, L, B, FR,
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// Right Face
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R, T, BA, R, T, FR, R, B, FR, R, B, BA,
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// Top Face
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R, T, BA, L, T, BA, L, T, FR, R, T, FR,
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// Bottom Face
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R, B, FR, L, B, FR, L, B, BA, R, B, BA, };
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private static final RenderType STATE = RenderType.makeType("ae_drive_leds", DefaultVertexFormats.POSITION_COLOR, 7,
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32565, false, true, RenderType.State.getBuilder().build(false));
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public DriveLedTileEntityRenderer(TileEntityRendererDispatcher rendererDispatcherIn) {
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super(rendererDispatcherIn);
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}
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@@ -79,32 +37,18 @@ public class DriveLedTileEntityRenderer extends TileEntityRenderer<DriveTileEnti
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FacingToRotation.get(drive.getForward(), drive.getUp()).push(ms);
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ms.translate(-0.5, -0.5, -0.5);
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IVertexBuilder buffer = buffers.getBuffer(STATE);
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IVertexBuilder buffer = buffers.getBuffer(CellLedRenderer.RENDER_LAYER);
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Vector3f slotTranslation = new Vector3f();
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for (int row = 0; row < 5; row++) {
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for (int col = 0; col < 2; col++) {
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int slot = row * 2 + col;
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Vector3f color = getColorForSlot(drive, slot, partialTicks);
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if (color == null) {
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continue;
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}
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ms.push();
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// Position this drive model copy at the correct slot. The transform is based on
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// the
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// cell-model being in slot 0,0 at the top left of the drive.
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float xOffset = -col * 8 / 16.0f;
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float yOffset = -row * 3 / 16.0f;
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ms.translate(xOffset, yOffset, 0);
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DriveBakedModel.getSlotOrigin(row, col, slotTranslation);
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ms.translate(slotTranslation.getX(), slotTranslation.getY(), slotTranslation.getZ());
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for (int i = 0; i < LED_QUADS.length; i += 3) {
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float x = LED_QUADS[i];
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float y = LED_QUADS[i + 1];
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float z = LED_QUADS[i + 2];
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buffer.pos(ms.getLast().getMatrix(), x, y, z).color(color.getX(), color.getY(), color.getZ(), 1.f)
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.endVertex();
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}
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int slot = row * 2 + col;
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CellLedRenderer.renderLed(drive, slot, buffer, ms, partialTicks);
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ms.pop();
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}
|
||||
@@ -113,31 +57,4 @@ public class DriveLedTileEntityRenderer extends TileEntityRenderer<DriveTileEnti
|
||||
ms.pop();
|
||||
}
|
||||
|
||||
private Vector3f getColorForSlot(DriveTileEntity 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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user