7ba2893635
Completely new system to render facades. It will now support many more cases compared to the old system. For example connected textures are now possible, as well as multilayer models and so on.
119 lines
3.7 KiB
Java
119 lines
3.7 KiB
Java
/*
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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.cablebus;
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import java.util.Collection;
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import java.util.Map;
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import java.util.function.Function;
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import com.google.common.collect.ImmutableList;
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import com.google.common.collect.ImmutableMap;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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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.ResourceLocation;
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import net.minecraftforge.client.model.IModel;
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import net.minecraftforge.client.model.ModelLoaderRegistry;
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import net.minecraftforge.common.model.IModelState;
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import net.minecraftforge.common.model.TRSRTransformation;
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import appeng.api.util.AEColor;
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import appeng.core.AELog;
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import appeng.core.features.registries.PartModels;
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/**
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* The built-in model for the cable bus block.
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*/
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public class CableBusModel implements IModel
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{
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private final PartModels partModels;
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public CableBusModel( PartModels partModels )
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{
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this.partModels = partModels;
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}
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@Override
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public Collection<ResourceLocation> getDependencies()
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{
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this.partModels.setInitialized( true );
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return this.partModels.getModels();
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}
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@Override
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public Collection<ResourceLocation> getTextures()
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{
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return ImmutableList.<ResourceLocation>builder()
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.addAll( CableBuilder.getTextures() )
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.build();
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}
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@Override
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public IBakedModel bake( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
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{
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Map<ResourceLocation, IBakedModel> partModels = this.loadPartModels( state, format, bakedTextureGetter );
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CableBuilder cableBuilder = new CableBuilder( format, bakedTextureGetter );
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FacadeBuilder facadeBuilder = new FacadeBuilder();
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// This should normally not be used, but we *have* to provide a particle texture or otherwise damage models will
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// crash
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TextureAtlasSprite particleTexture = cableBuilder.getCoreTexture( CableCoreType.GLASS, AEColor.TRANSPARENT );
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return new CableBusBakedModel( cableBuilder, facadeBuilder, partModels, particleTexture );
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}
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private Map<ResourceLocation, IBakedModel> loadPartModels( IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
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{
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ImmutableMap.Builder<ResourceLocation, IBakedModel> result = ImmutableMap.builder();
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for( ResourceLocation location : this.partModels.getModels() )
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{
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IModel model = this.tryLoadPartModel( location );
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IBakedModel bakedModel = model.bake( state, format, bakedTextureGetter );
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result.put( location, bakedModel );
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}
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return result.build();
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}
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private IModel tryLoadPartModel( ResourceLocation location )
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{
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try
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{
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return ModelLoaderRegistry.getModel( location );
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}
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catch( Exception e )
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{
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AELog.error( e, "Unable to load part model " + location );
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return ModelLoaderRegistry.getMissingModel();
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}
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}
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@Override
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public IModelState getDefaultState()
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{
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return TRSRTransformation.identity();
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}
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}
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