package com.carpentersblocks.renderer.helper.slope.oblique; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.util.IIcon; import net.minecraftforge.common.util.ForgeDirection; import com.carpentersblocks.data.Slope; import com.carpentersblocks.renderer.helper.RenderHelper; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class HelperOblWedge extends RenderHelper { /** * Renders the given texture to the North sloped face of the block. Args: slope, x, y, z, texture */ public static void renderSlopeZNeg(RenderBlocks renderBlocks, int slopeID, double x, double y, double z, IIcon icon) { prepareRender(renderBlocks, ForgeDirection.NORTH, x, y, z, icon); switch (slopeID) { case Slope.ID_WEDGE_POS_N: setupVertex(renderBlocks, xMax, yMax, zMax, uTL, vTL, SOUTHEAST); setupVertex(renderBlocks, xMax, yMin, zMin, uBL, vBL, NORTHEAST); setupVertex(renderBlocks, xMin, yMin, zMin, uBR, vBR, NORTHWEST); setupVertex(renderBlocks, xMin, yMax, zMax, uTR, vTR, SOUTHWEST); break; case Slope.ID_WEDGE_NEG_N: setupVertex(renderBlocks, xMin, yMin, zMax, uBR, vBR, SOUTHWEST); setupVertex(renderBlocks, xMin, yMax, zMin, uTR, vTR, NORTHWEST); setupVertex(renderBlocks, xMax, yMax, zMin, uTL, vTL, NORTHEAST); setupVertex(renderBlocks, xMax, yMin, zMax, uBL, vBL, SOUTHEAST); break; case Slope.ID_WEDGE_NW: setupVertex(renderBlocks, xMax, yMax, zMin, uTL, vTL, TOP_LEFT ); setupVertex(renderBlocks, xMax, yMin, zMin, uBL, vBL, BOTTOM_LEFT ); setupVertex(renderBlocks, xMin, yMin, zMax, uBR, vBR, BOTTOM_RIGHT); setupVertex(renderBlocks, xMin, yMax, zMax, uTR, vTR, TOP_RIGHT ); break; case Slope.ID_WEDGE_NE: setupVertex(renderBlocks, xMax, yMax, zMax, uTL, vTL, TOP_LEFT ); setupVertex(renderBlocks, xMax, yMin, zMax, uBL, vBL, BOTTOM_LEFT ); setupVertex(renderBlocks, xMin, yMin, zMin, uBR, vBR, BOTTOM_RIGHT); setupVertex(renderBlocks, xMin, yMax, zMin, uTR, vTR, TOP_RIGHT ); break; } } /** * Renders the given texture to the South sloped face of the block. Args: slope, x, y, z, texture */ public static void renderSlopeZPos(RenderBlocks renderBlocks, int slopeID, double x, double y, double z, IIcon icon) { prepareRender(renderBlocks, ForgeDirection.SOUTH, x, y, z, icon); switch (slopeID) { case Slope.ID_WEDGE_POS_S: setupVertex(renderBlocks, xMax, yMin, zMax, uBR, vBR, SOUTHEAST); setupVertex(renderBlocks, xMax, yMax, zMin, uTR, vTR, NORTHEAST); setupVertex(renderBlocks, xMin, yMax, zMin, uTL, vTL, NORTHWEST); setupVertex(renderBlocks, xMin, yMin, zMax, uBL, vBL, SOUTHWEST); break; case Slope.ID_WEDGE_NEG_S: setupVertex(renderBlocks, xMin, yMax, zMax, uTL, vTL, SOUTHWEST); setupVertex(renderBlocks, xMin, yMin, zMin, uBL, vBL, NORTHWEST); setupVertex(renderBlocks, xMax, yMin, zMin, uBR, vBR, NORTHEAST); setupVertex(renderBlocks, xMax, yMax, zMax, uTR, vTR, SOUTHEAST); break; case Slope.ID_WEDGE_SW: setupVertex(renderBlocks, xMin, yMax, zMin, uTL, vTL, TOP_LEFT ); setupVertex(renderBlocks, xMin, yMin, zMin, uBL, vBL, BOTTOM_LEFT ); setupVertex(renderBlocks, xMax, yMin, zMax, uBR, vBR, BOTTOM_RIGHT); setupVertex(renderBlocks, xMax, yMax, zMax, uTR, vTR, TOP_RIGHT ); break; case Slope.ID_WEDGE_SE: setupVertex(renderBlocks, xMin, yMax, zMax, uTL, vTL, TOP_LEFT ); setupVertex(renderBlocks, xMin, yMin, zMax, uBL, vBL, BOTTOM_LEFT ); setupVertex(renderBlocks, xMax, yMin, zMin, uBR, vBR, BOTTOM_RIGHT); setupVertex(renderBlocks, xMax, yMax, zMin, uTR, vTR, TOP_RIGHT ); break; } } /** * Renders the given texture to the West sloped face of the block. Args: slope, x, y, z, texture */ public static void renderSlopeXNeg(RenderBlocks renderBlocks, int slopeID, double x, double y, double z, IIcon icon) { prepareRender(renderBlocks, ForgeDirection.WEST, x, y, z, icon); switch (slopeID) { case Slope.ID_WEDGE_POS_W: setupVertex(renderBlocks, xMax, yMax, zMax, uTR, vTR, SOUTHEAST); setupVertex(renderBlocks, xMax, yMax, zMin, uTL, vTL, NORTHEAST); setupVertex(renderBlocks, xMin, yMin, zMin, uBL, vBL, NORTHWEST); setupVertex(renderBlocks, xMin, yMin, zMax, uBR, vBR, SOUTHWEST); break; case Slope.ID_WEDGE_NEG_W: setupVertex(renderBlocks, xMin, yMax, zMax, uTR, vTR, SOUTHWEST); setupVertex(renderBlocks, xMin, yMax, zMin, uTL, vTL, NORTHWEST); setupVertex(renderBlocks, xMax, yMin, zMin, uBL, vBL, NORTHEAST); setupVertex(renderBlocks, xMax, yMin, zMax, uBR, vBR, SOUTHEAST); break; } } /** * Renders the given texture to the East sloped face of the block. Args: slope, x, y, z, texture */ public static void renderSlopeXPos(RenderBlocks renderBlocks, int slopeID, double x, double y, double z, IIcon icon) { prepareRender(renderBlocks, ForgeDirection.EAST, x, y, z, icon); switch (slopeID) { case Slope.ID_WEDGE_POS_E: setupVertex(renderBlocks, xMax, yMin, zMax, uBL, vBL, SOUTHEAST); setupVertex(renderBlocks, xMax, yMin, zMin, uBR, vBR, NORTHEAST); setupVertex(renderBlocks, xMin, yMax, zMin, uTR, vTR, NORTHWEST); setupVertex(renderBlocks, xMin, yMax, zMax, uTL, vTL, SOUTHWEST); break; case Slope.ID_WEDGE_NEG_E: setupVertex(renderBlocks, xMin, yMin, zMax, uBL, vBL, SOUTHWEST); setupVertex(renderBlocks, xMin, yMin, zMin, uBR, vBR, NORTHWEST); setupVertex(renderBlocks, xMax, yMax, zMin, uTR, vTR, NORTHEAST); setupVertex(renderBlocks, xMax, yMax, zMax, uTL, vTL, SOUTHEAST); break; } } }