/* * 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 net.minecraftforge.common.property.IExtendedBlockState; import appeng.api.util.AEColor; import appeng.block.crafting.BlockCraftingMonitor; import appeng.client.render.cablebus.CubeBuilder; /** * The baked model for the crafting monitor. Please note that this model doesn't handle the item being displayed. That * is handled by a TESR. * Instead, this model adds 3 layered light textures using the [dark|medium|bright] color variants of the attached bus * color. The textures * are full-bright if the cube is powered. */ class MonitorBakedModel extends CraftingCubeBakedModel { private final TextureAtlasSprite chassisTexture; private final TextureAtlasSprite baseTexture; private final TextureAtlasSprite lightDarkTexture; private final TextureAtlasSprite lightMediumTexture; private final TextureAtlasSprite lightBrightTexture; MonitorBakedModel( VertexFormat format, TextureAtlasSprite ringCorner, TextureAtlasSprite ringHor, TextureAtlasSprite ringVer, TextureAtlasSprite chassisTexture, TextureAtlasSprite baseTexture, TextureAtlasSprite lightDarkTexture, TextureAtlasSprite lightMediumTexture, TextureAtlasSprite lightBrightTexture ) { super( format, ringCorner, ringHor, ringVer ); this.chassisTexture = chassisTexture; this.baseTexture = baseTexture; this.lightDarkTexture = lightDarkTexture; this.lightMediumTexture = lightMediumTexture; this.lightBrightTexture = lightBrightTexture; } @Override protected void addInnerCube( EnumFacing side, IBlockState state, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2 ) { EnumFacing forward = getForward( state ); // For sides other than the front, use the chassis texture if( side != forward ) { builder.setTexture( chassisTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); return; } builder.setTexture( baseTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); // Now add the three layered light textures AEColor color = getColor( state ); boolean powered = state.getValue( BlockCraftingMonitor.POWERED ); builder.setRenderFullBright( powered ); builder.setColorRGB( color.whiteVariant ); builder.setTexture( lightBrightTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); builder.setColorRGB( color.mediumVariant ); builder.setTexture( lightMediumTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); builder.setColorRGB( color.blackVariant ); builder.setTexture( lightDarkTexture ); builder.addCube( x1, y1, z1, x2, y2, z2 ); } private static AEColor getColor( IBlockState state ) { if( state instanceof IExtendedBlockState ) { IExtendedBlockState extState = (IExtendedBlockState) state; AEColor color = extState.getValue( BlockCraftingMonitor.COLOR ); if( color != null ) { return color; } } return AEColor.TRANSPARENT; } private static EnumFacing getForward( IBlockState state ) { if( state instanceof IExtendedBlockState ) { IExtendedBlockState extState = (IExtendedBlockState) state; EnumFacing forward = extState.getValue( BlockCraftingMonitor.FORWARD ); if( forward != null ) { return forward; } } return EnumFacing.NORTH; } }