/* * 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 <http://www.gnu.org/licenses/lgpl>. */ package appeng.client.render.crafting; import net.minecraft.block.state.IBlockState; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.client.renderer.vertex.VertexFormat; import net.minecraft.util.EnumFacing; import appeng.block.crafting.BlockCraftingUnit; 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( VertexFormat format, TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer, TextureAtlasSprite baseTexture, TextureAtlasSprite lightTexture ) { super( format, ringCorner, ringHor, ringVer ); this.baseTexture = baseTexture; this.lightTexture = lightTexture; } @Override protected void addInnerCube( EnumFacing facing, IBlockState state, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2 ) { builder.setTexture( baseTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); boolean powered = state.getValue( BlockCraftingUnit.POWERED ); builder.setRenderFullBright( powered ); builder.setTexture( lightTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); } }