Package appeng.client.render.blocks

Source Code of appeng.client.render.blocks.RenderQuartzGlass

package appeng.client.render.blocks;

import java.util.Random;

import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.item.ItemStack;
import net.minecraft.world.IBlockAccess;
import net.minecraftforge.client.IItemRenderer.ItemRenderType;
import net.minecraftforge.common.util.ForgeDirection;
import appeng.api.AEApi;
import appeng.block.AEBaseBlock;
import appeng.client.render.BaseBlockRender;
import appeng.client.texture.ExtraBlockTextures;
import appeng.client.texture.OffsetIcon;

public class RenderQuartzGlass extends BaseBlockRender
{

  static byte offsets[][][];

  public RenderQuartzGlass() {
    super( false, 0 );
    if ( offsets == null )
    {
      Random r = new Random( 924 );
      offsets = new byte[10][10][10];
      for (int x = 0; x < 10; x++)
        for (int y = 0; y < 10; y++)
          r.nextBytes( offsets[x][y] );
    }
  }

  boolean isFlush(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
  {
    return isGlass( imb, world, x, y, z );
  }

  boolean isGlass(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
  {
    return world.getBlock( x, y, z ) == AEApi.instance().blocks().blockQuartzGlass.block()
        || world.getBlock( x, y, z ) == AEApi.instance().blocks().blockQuartzVibrantGlass.block();
  }

  void renderEdge(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer, ForgeDirection side, ForgeDirection direction)
  {
    if ( !isFlush( imb, world, x + side.offsetX, y + side.offsetY, z + side.offsetZ ) )
    {
      if ( !isFlush( imb, world, x + direction.offsetX, y + direction.offsetY, z + direction.offsetZ ) )
      {
        float minX = 0.5f + (side.offsetX + direction.offsetX) / 2.0f;
        float minY = 0.5f + (side.offsetY + direction.offsetY) / 2.0f;
        float minZ = 0.5f + (side.offsetZ + direction.offsetZ) / 2.0f;
        float maxX = 0.5f + (side.offsetX + direction.offsetX) / 2.0f;
        float maxY = 0.5f + (side.offsetY + direction.offsetY) / 2.0f;
        float maxZ = 0.5f + (side.offsetZ + direction.offsetZ) / 2.0f;

        if ( 0 == side.offsetX && 0 == direction.offsetX )
        {
          minX = 0.0f;
          maxX = 1.0f;
        }
        if ( 0 == side.offsetY && 0 == direction.offsetY )
        {
          minY = 0.0f;
          maxY = 1.0f;
        }
        if ( 0 == side.offsetZ && 0 == direction.offsetZ )
        {
          minZ = 0.0f;
          maxZ = 1.0f;
        }

        if ( maxX <= 0.001f )
          maxX += 0.9f / 16.0f;
        if ( maxY <= 0.001f )
          maxY += 0.9f / 16.0f;
        if ( maxZ <= 0.001f )
          maxZ += 0.9f / 16.0f;

        if ( minX >= 0.999f )
          minX -= 0.9f / 16.0f;
        if ( minY >= 0.999f )
          minY -= 0.9f / 16.0f;
        if ( minZ >= 0.999f )
          minZ -= 0.9f / 16.0f;

        renderer.setRenderBounds( minX, minY, minZ, maxX, maxY, maxZ );

        switch (side)
        {
        case WEST:
          renderer.renderFaceXNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
          break;
        case EAST:
          renderer.renderFaceXPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
          break;
        case NORTH:
          renderer.renderFaceZNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
          break;
        case SOUTH:
          renderer.renderFaceZPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
          break;
        case DOWN:
          renderer.renderFaceYNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
          break;
        case UP:
          renderer.renderFaceYPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
          break;
        default:
          break;
        }
      }
    }
  }

  @Override
  public void renderInventory(AEBaseBlock block, ItemStack is, RenderBlocks renderer, ItemRenderType type, Object[] obj)
  {
    renderer.overrideBlockTexture = ExtraBlockTextures.GlassFrame.getIcon();
    super.renderInventory( block, is, renderer, type, obj );
    renderer.overrideBlockTexture = null;
    super.renderInventory( block, is, renderer, type, obj );
  }

  @Override
  public boolean renderInWorld(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer)
  {
    renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 );

    int cx = Math.abs( x % 10 );
    int cy = Math.abs( y % 10 );
    int cz = Math.abs( z % 10 );

    int u = offsets[cx][cy][cz] % 4;
    int v = offsets[9 - cx][9 - cy][9 - cz] % 4;

    switch (Math.abs( (offsets[cx][cy][cz] + (x + y + z)) % 4 ))
    {
    case 0:
      renderer.overrideBlockTexture = new OffsetIcon( imb.getIcon( 0, 0 ), u / 2, v / 2 );
      break;
    case 1:
      renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassB.getIcon(), u / 2, v / 2 );
      break;
    case 2:
      renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassC.getIcon(), u, v );
      break;
    case 3:
      renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassD.getIcon(), u, v );
      break;
    }

    boolean result = renderer.renderStandardBlock( imb, x, y, z );

    renderer.overrideBlockTexture = null;
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.EAST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.WEST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.NORTH );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.SOUTH );

    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.EAST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.WEST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.NORTH );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.SOUTH );

    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.UP );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.DOWN );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.NORTH );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.SOUTH );

    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.UP );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.DOWN );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.NORTH );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.SOUTH );

    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.EAST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.WEST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.UP );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.DOWN );

    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.EAST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.WEST );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.UP );
    renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.DOWN );

    return result;
  }

}
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