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.
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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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