/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.client.render.crafting; import net.minecraft.block.BlockState; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.util.Direction; import net.minecraftforge.client.model.data.IModelData; import appeng.block.crafting.AbstractCraftingUnitBlock; import appeng.client.render.cablebus.CubeBuilder; /** * Crafting cube baked model that adds a full-bright light texture on top of a * normal base texture onto the inner cube. The light texture is only drawn * fullbright if the multiblock is currently powered. */ class LightBakedModel extends CraftingCubeBakedModel { private final TextureAtlasSprite baseTexture; private final TextureAtlasSprite lightTexture; LightBakedModel(TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer, TextureAtlasSprite baseTexture, TextureAtlasSprite lightTexture) { super(ringCorner, ringHor, ringVer); this.baseTexture = baseTexture; this.lightTexture = lightTexture; } @Override protected void addInnerCube(Direction facing, BlockState state, IModelData modelData, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2) { builder.setTexture(this.baseTexture); builder.addCube(x1, y1, z1, x2, y2, z2); boolean powered = state.get(AbstractCraftingUnitBlock.POWERED); builder.setEmissiveMaterial(powered); builder.setTexture(this.lightTexture); builder.addCube(x1, y1, z1, x2, y2, z2); // Reset back to default builder.setEmissiveMaterial(false); } }