/*
* 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;
}
}