diff options
Diffstat (limited to 'src/main/kotlin/util/render')
-rw-r--r-- | src/main/kotlin/util/render/CustomRenderLayers.kt | 104 | ||||
-rw-r--r-- | src/main/kotlin/util/render/DrawContextExt.kt | 43 | ||||
-rw-r--r-- | src/main/kotlin/util/render/FacingThePlayerContext.kt | 6 | ||||
-rw-r--r-- | src/main/kotlin/util/render/FirmamentShaders.kt | 18 | ||||
-rw-r--r-- | src/main/kotlin/util/render/LerpUtils.kt | 35 | ||||
-rw-r--r-- | src/main/kotlin/util/render/RenderCircleProgress.kt | 124 | ||||
-rw-r--r-- | src/main/kotlin/util/render/RenderInWorldContext.kt | 61 | ||||
-rw-r--r-- | src/main/kotlin/util/render/TintedOverlayTexture.kt | 11 |
8 files changed, 207 insertions, 195 deletions
diff --git a/src/main/kotlin/util/render/CustomRenderLayers.kt b/src/main/kotlin/util/render/CustomRenderLayers.kt new file mode 100644 index 0000000..3d9e598 --- /dev/null +++ b/src/main/kotlin/util/render/CustomRenderLayers.kt @@ -0,0 +1,104 @@ +package util.render + +import com.mojang.blaze3d.pipeline.BlendFunction +import com.mojang.blaze3d.pipeline.RenderPipeline +import com.mojang.blaze3d.platform.DepthTestFunction +import com.mojang.blaze3d.vertex.VertexFormat.DrawMode +import java.util.function.Function +import net.minecraft.client.gl.RenderPipelines +import net.minecraft.client.gl.UniformType +import net.minecraft.client.render.RenderLayer +import net.minecraft.client.render.RenderPhase +import net.minecraft.client.render.VertexFormats +import net.minecraft.util.Identifier +import net.minecraft.util.TriState +import net.minecraft.util.Util +import moe.nea.firmament.Firmament + +object CustomRenderPipelines { + val GUI_TEXTURED_NO_DEPTH_TRIS = + RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET) + .withVertexFormat(VertexFormats.POSITION_TEXTURE_COLOR, DrawMode.TRIANGLES) + .withLocation(Firmament.identifier("gui_textured_overlay_tris")) + .withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST) + .withCull(false) + .withDepthWrite(false) + .build() + val OMNIPRESENT_LINES = RenderPipeline + .builder(RenderPipelines.RENDERTYPE_LINES_SNIPPET) + .withLocation(Firmament.identifier("lines")) + .withDepthWrite(false) + .withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST) + .build() + val COLORED_OMNIPRESENT_QUADS = + RenderPipeline.builder(RenderPipelines.MATRICES_COLOR_SNIPPET)// TODO: split this up to support better transparent ordering. + .withLocation(Firmament.identifier("colored_omnipresent_quads")) + .withVertexShader("core/position_color") + .withFragmentShader("core/position_color") + .withVertexFormat(VertexFormats.POSITION_COLOR, DrawMode.QUADS) + .withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST) + .withCull(false) + .withDepthWrite(false) + .build() + + val CIRCLE_FILTER_TRANSLUCENT_GUI_TRIS = + RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET) + .withVertexFormat(VertexFormats.POSITION_TEXTURE_COLOR, DrawMode.TRIANGLES) + .withLocation(Firmament.identifier("gui_textured_overlay_tris_circle")) + .withUniform("InnerCutoutRadius", UniformType.FLOAT) + .withFragmentShader(Firmament.identifier("circle_discard_color")) + .withBlend(BlendFunction.TRANSLUCENT) + .build() + val PARALLAX_CAPE_SHADER = + RenderPipeline.builder(RenderPipelines.ENTITY_SNIPPET) + .withLocation(Firmament.identifier("parallax_cape")) + .withFragmentShader(Firmament.identifier("cape/parallax")) + .withSampler("Sampler0") + .withSampler("Sampler1") + .withSampler("Sampler3") + .withUniform("Animation", UniformType.FLOAT) + .build() +} + +object CustomRenderLayers { + inline fun memoizeTextured(crossinline func: (Identifier) -> RenderLayer) = memoize(func) + inline fun <T, R> memoize(crossinline func: (T) -> R): Function<T, R> { + return Util.memoize { it: T -> func(it) } + } + + val GUI_TEXTURED_NO_DEPTH_TRIS = memoizeTextured { texture -> + RenderLayer.of( + "firmament_gui_textured_overlay_tris", + RenderLayer.DEFAULT_BUFFER_SIZE, + CustomRenderPipelines.GUI_TEXTURED_NO_DEPTH_TRIS, + RenderLayer.MultiPhaseParameters.builder().texture( + RenderPhase.Texture(texture, TriState.DEFAULT, false) + ) + .build(false) + ) + } + val LINES = RenderLayer.of( + "firmament_lines", + RenderLayer.DEFAULT_BUFFER_SIZE, + CustomRenderPipelines.OMNIPRESENT_LINES, + RenderLayer.MultiPhaseParameters.builder() // TODO: accept linewidth here + .build(false) + ) + val COLORED_QUADS = RenderLayer.of( + "firmament_quads", + RenderLayer.DEFAULT_BUFFER_SIZE, + CustomRenderPipelines.COLORED_OMNIPRESENT_QUADS, + RenderLayer.MultiPhaseParameters.builder() + .lightmap(RenderPhase.DISABLE_LIGHTMAP) + .build(false) + ) + + val TRANSLUCENT_CIRCLE_GUI = + RenderLayer.of( + "firmament_circle_gui", + RenderLayer.DEFAULT_BUFFER_SIZE, + CustomRenderPipelines.CIRCLE_FILTER_TRANSLUCENT_GUI_TRIS, + RenderLayer.MultiPhaseParameters.builder() + .build(false) + ) +} diff --git a/src/main/kotlin/util/render/DrawContextExt.kt b/src/main/kotlin/util/render/DrawContextExt.kt index a143d4d..a833c86 100644 --- a/src/main/kotlin/util/render/DrawContextExt.kt +++ b/src/main/kotlin/util/render/DrawContextExt.kt @@ -3,50 +3,16 @@ package moe.nea.firmament.util.render import com.mojang.blaze3d.systems.RenderSystem import me.shedaniel.math.Color import org.joml.Matrix4f +import util.render.CustomRenderLayers import net.minecraft.client.gui.DrawContext import net.minecraft.client.render.RenderLayer -import net.minecraft.client.render.RenderLayer.MultiPhaseParameters -import net.minecraft.client.render.RenderPhase -import net.minecraft.client.render.VertexFormat -import net.minecraft.client.render.VertexFormat.DrawMode -import net.minecraft.client.render.VertexFormats import net.minecraft.util.Identifier -import net.minecraft.util.TriState -import net.minecraft.util.Util import moe.nea.firmament.util.MC fun DrawContext.isUntranslatedGuiDrawContext(): Boolean { return (matrices.peek().positionMatrix.properties() and Matrix4f.PROPERTY_IDENTITY.toInt()) != 0 } -object GuiRenderLayers { - val GUI_TEXTURED_NO_DEPTH = Util.memoize<Identifier, RenderLayer> { texture: Identifier -> - RenderLayer.of("firmament_gui_textured_no_depth", - VertexFormats.POSITION_TEXTURE_COLOR, - DrawMode.QUADS, - DEFAULT_BUFFER_SIZE, - MultiPhaseParameters.builder() - .texture(RenderPhase.Texture(texture, TriState.FALSE, false)) - .program(RenderPhase.POSITION_TEXTURE_COLOR_PROGRAM) - .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY) - .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) - .build(false)) - } - val GUI_TEXTURED_TRIS = Util.memoize { texture: Identifier -> - RenderLayer.of("firmament_gui_textured_overlay_tris", - VertexFormats.POSITION_TEXTURE_COLOR, - DrawMode.TRIANGLES, - DEFAULT_BUFFER_SIZE, - MultiPhaseParameters.builder() - .texture(RenderPhase.Texture(texture, TriState.DEFAULT, false)) - .program(RenderPhase.POSITION_TEXTURE_COLOR_PROGRAM) - .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY) - .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) - .writeMaskState(RenderPhase.COLOR_MASK) - .build(false)) - } -} - @Deprecated("Use the other drawGuiTexture") fun DrawContext.drawGuiTexture( x: Int, y: Int, z: Int, width: Int, height: Int, sprite: Identifier @@ -91,10 +57,11 @@ fun DrawContext.drawLine(fromX: Int, fromY: Int, toX: Int, toY: Int, color: Colo } RenderSystem.lineWidth(MC.window.scaleFactor.toFloat()) draw { vertexConsumers -> - val buf = vertexConsumers.getBuffer(RenderInWorldContext.RenderLayers.LINES) - buf.vertex(fromX.toFloat(), fromY.toFloat(), 0F).color(color.color) + val buf = vertexConsumers.getBuffer(CustomRenderLayers.LINES) + val matrix = this.matrices.peek() + buf.vertex(matrix, fromX.toFloat(), fromY.toFloat(), 0F).color(color.color) .normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F) - buf.vertex(toX.toFloat(), toY.toFloat(), 0F).color(color.color) + buf.vertex(matrix, toX.toFloat(), toY.toFloat(), 0F).color(color.color) .normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F) } } diff --git a/src/main/kotlin/util/render/FacingThePlayerContext.kt b/src/main/kotlin/util/render/FacingThePlayerContext.kt index daa8da9..670beb6 100644 --- a/src/main/kotlin/util/render/FacingThePlayerContext.kt +++ b/src/main/kotlin/util/render/FacingThePlayerContext.kt @@ -1,18 +1,12 @@ package moe.nea.firmament.util.render -import com.mojang.blaze3d.systems.RenderSystem import io.github.notenoughupdates.moulconfig.platform.next import org.joml.Matrix4f import net.minecraft.client.font.TextRenderer -import net.minecraft.client.render.BufferRenderer -import net.minecraft.client.render.GameRenderer import net.minecraft.client.render.LightmapTextureManager import net.minecraft.client.render.RenderLayer -import net.minecraft.client.render.Tessellator import net.minecraft.client.render.VertexConsumer -import net.minecraft.client.render.VertexFormat -import net.minecraft.client.render.VertexFormats import net.minecraft.text.Text import net.minecraft.util.Identifier import net.minecraft.util.math.BlockPos diff --git a/src/main/kotlin/util/render/FirmamentShaders.kt b/src/main/kotlin/util/render/FirmamentShaders.kt index ba67dbb..cc6cd49 100644 --- a/src/main/kotlin/util/render/FirmamentShaders.kt +++ b/src/main/kotlin/util/render/FirmamentShaders.kt @@ -1,9 +1,10 @@ package moe.nea.firmament.util.render +import com.mojang.blaze3d.vertex.VertexFormat +import net.minecraft.client.gl.CompiledShader import net.minecraft.client.gl.Defines -import net.minecraft.client.gl.ShaderProgramKey +import net.minecraft.client.gl.ShaderProgram import net.minecraft.client.render.RenderPhase -import net.minecraft.client.render.VertexFormat import net.minecraft.client.render.VertexFormats import moe.nea.firmament.Firmament import moe.nea.firmament.annotations.Subscribe @@ -11,20 +12,9 @@ import moe.nea.firmament.events.DebugInstantiateEvent import moe.nea.firmament.util.MC object FirmamentShaders { - val shaders = mutableListOf<ShaderProgramKey>() - - private fun shader(name: String, format: VertexFormat, defines: Defines): ShaderProgramKey { - val key = ShaderProgramKey(Firmament.identifier(name), format, defines) - shaders.add(key) - return key - } - - val LINES = RenderPhase.ShaderProgram(shader("core/rendertype_lines", VertexFormats.LINES, Defines.EMPTY)) @Subscribe fun debugLoad(event: DebugInstantiateEvent) { - shaders.forEach { - MC.instance.shaderLoader.getOrCreateProgram(it) - } + // TODO: do i still need to work with shaders like this? } } diff --git a/src/main/kotlin/util/render/LerpUtils.kt b/src/main/kotlin/util/render/LerpUtils.kt index f2c2f25..63a13ec 100644 --- a/src/main/kotlin/util/render/LerpUtils.kt +++ b/src/main/kotlin/util/render/LerpUtils.kt @@ -1,33 +1,36 @@ - package moe.nea.firmament.util.render import me.shedaniel.math.Color -val pi = Math.PI -val tau = Math.PI * 2 -fun lerpAngle(a: Float, b: Float, progress: Float): Float { - // TODO: there is at least 10 mods to many in here lol - val shortestAngle = ((((b.mod(tau) - a.mod(tau)).mod(tau)) + tau + pi).mod(tau)) - pi - return ((a + (shortestAngle) * progress).mod(tau)).toFloat() +val π = Math.PI +val τ = Math.PI * 2 +fun lerpAngle(a: Float, b: Float, progress: Float): Float { + // TODO: there is at least 10 mods to many in here lol + val shortestAngle = ((((b.mod(τ) - a.mod(τ)).mod(τ)) + τ + π).mod(τ)) - π + return ((a + (shortestAngle) * progress).mod(τ)).toFloat() } +fun wrapAngle(angle: Float): Float = (angle.mod(τ) + τ).mod(τ).toFloat() +fun wrapAngle(angle: Double): Double = (angle.mod(τ) + τ).mod(τ) + fun lerp(a: Float, b: Float, progress: Float): Float { - return a + (b - a) * progress + return a + (b - a) * progress } + fun lerp(a: Int, b: Int, progress: Float): Int { - return (a + (b - a) * progress).toInt() + return (a + (b - a) * progress).toInt() } fun ilerp(a: Float, b: Float, value: Float): Float { - return (value - a) / (b - a) + return (value - a) / (b - a) } fun lerp(a: Color, b: Color, progress: Float): Color { - return Color.ofRGBA( - lerp(a.red, b.red, progress), - lerp(a.green, b.green, progress), - lerp(a.blue, b.blue, progress), - lerp(a.alpha, b.alpha, progress), - ) + return Color.ofRGBA( + lerp(a.red, b.red, progress), + lerp(a.green, b.green, progress), + lerp(a.blue, b.blue, progress), + lerp(a.alpha, b.alpha, progress), + ) } diff --git a/src/main/kotlin/util/render/RenderCircleProgress.kt b/src/main/kotlin/util/render/RenderCircleProgress.kt index 805633c..81dde6f 100644 --- a/src/main/kotlin/util/render/RenderCircleProgress.kt +++ b/src/main/kotlin/util/render/RenderCircleProgress.kt @@ -1,93 +1,101 @@ package moe.nea.firmament.util.render import com.mojang.blaze3d.systems.RenderSystem +import com.mojang.blaze3d.vertex.VertexFormat import io.github.notenoughupdates.moulconfig.platform.next +import java.util.OptionalInt import org.joml.Matrix4f -import org.joml.Vector2f -import kotlin.math.atan2 -import kotlin.math.tan +import util.render.CustomRenderLayers import net.minecraft.client.gui.DrawContext -import net.minecraft.client.render.BufferRenderer +import net.minecraft.client.render.BufferBuilder import net.minecraft.client.render.RenderLayer -import net.minecraft.client.render.RenderPhase -import net.minecraft.client.render.Tessellator -import net.minecraft.client.render.VertexFormat.DrawMode -import net.minecraft.client.render.VertexFormats +import net.minecraft.client.util.BufferAllocator import net.minecraft.util.Identifier +import moe.nea.firmament.util.MC +import moe.nea.firmament.util.collections.nonNegligibleSubSectionsAlignedWith +import moe.nea.firmament.util.math.Projections object RenderCircleProgress { - fun renderCircle( + fun renderCircularSlice( drawContext: DrawContext, - texture: Identifier, - progress: Float, + layer: RenderLayer, u1: Float, u2: Float, v1: Float, v2: Float, + angleRadians: ClosedFloatingPointRange<Float>, + color: Int = -1, + innerCutoutRadius: Float = 0F ) { - RenderSystem.enableBlend() - drawContext.draw { - val bufferBuilder = it.getBuffer(GuiRenderLayers.GUI_TEXTURED_TRIS.apply(texture)) - val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix - - val corners = listOf( - Vector2f(0F, -1F), - Vector2f(1F, -1F), - Vector2f(1F, 0F), - Vector2f(1F, 1F), - Vector2f(0F, 1F), - Vector2f(-1F, 1F), - Vector2f(-1F, 0F), - Vector2f(-1F, -1F), - ) + drawContext.draw() + val sections = angleRadians.nonNegligibleSubSectionsAlignedWith((τ / 8f).toFloat()) + .zipWithNext().toList() + BufferAllocator(layer.vertexFormat.vertexSize * sections.size * 3).use { allocator -> - for (i in (0 until 8)) { - if (progress < i / 8F) { - break - } - val second = corners[(i + 1) % 8] - val first = corners[i] - if (progress <= (i + 1) / 8F) { - val internalProgress = 1 - (progress - i / 8F) * 8F - val angle = lerpAngle( - atan2(second.y, second.x), - atan2(first.y, first.x), - internalProgress - ) - if (angle < tau / 8 || angle >= tau * 7 / 8) { - second.set(1F, tan(angle)) - } else if (angle < tau * 3 / 8) { - second.set(1 / tan(angle), 1F) - } else if (angle < tau * 5 / 8) { - second.set(-1F, -tan(angle)) - } else { - second.set(-1 / tan(angle), -1F) - } - } + val bufferBuilder = BufferBuilder(allocator, VertexFormat.DrawMode.TRIANGLES, layer.vertexFormat) + val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix + for ((sectionStart, sectionEnd) in sections) { + val firstPoint = Projections.Two.projectAngleOntoUnitBox(sectionStart.toDouble()) + val secondPoint = Projections.Two.projectAngleOntoUnitBox(sectionEnd.toDouble()) fun ilerp(f: Float): Float = ilerp(-1f, 1f, f) bufferBuilder - .vertex(matrix, second.x, second.y, 0F) - .texture(lerp(u1, u2, ilerp(second.x)), lerp(v1, v2, ilerp(second.y))) - .color(-1) + .vertex(matrix, secondPoint.x, secondPoint.y, 0F) + .texture(lerp(u1, u2, ilerp(secondPoint.x)), lerp(v1, v2, ilerp(secondPoint.y))) + .color(color) .next() bufferBuilder - .vertex(matrix, first.x, first.y, 0F) - .texture(lerp(u1, u2, ilerp(first.x)), lerp(v1, v2, ilerp(first.y))) - .color(-1) + .vertex(matrix, firstPoint.x, firstPoint.y, 0F) + .texture(lerp(u1, u2, ilerp(firstPoint.x)), lerp(v1, v2, ilerp(firstPoint.y))) + .color(color) .next() bufferBuilder .vertex(matrix, 0F, 0F, 0F) .texture(lerp(u1, u2, ilerp(0F)), lerp(v1, v2, ilerp(0F))) - .color(-1) + .color(color) .next() } + + bufferBuilder.end().use { buffer -> + // TODO: write a better utility to pass uniforms :sob: ill even take a mixin at this point + if (innerCutoutRadius <= 0) { + layer.draw(buffer) + return + } + val vertexBuffer = layer.vertexFormat.uploadImmediateVertexBuffer(buffer.buffer) + val indexBufferConstructor = RenderSystem.getSequentialBuffer(VertexFormat.DrawMode.TRIANGLES) + val indexBuffer = indexBufferConstructor.getIndexBuffer(buffer.drawParameters.indexCount) + RenderSystem.getDevice().createCommandEncoder().createRenderPass( + MC.instance.framebuffer.colorAttachment, + OptionalInt.empty(), + ).use { renderPass -> + renderPass.setPipeline(layer.pipeline) + renderPass.setUniform("InnerCutoutRadius", innerCutoutRadius) + renderPass.setIndexBuffer(indexBuffer, indexBufferConstructor.indexType) + renderPass.setVertexBuffer(0, vertexBuffer) + renderPass.drawIndexed(0, buffer.drawParameters.indexCount) + } + } } - RenderSystem.disableBlend() } - + fun renderCircle( + drawContext: DrawContext, + texture: Identifier, + progress: Float, + u1: Float, + u2: Float, + v1: Float, + v2: Float, + ) { + renderCircularSlice( + drawContext, + CustomRenderLayers.GUI_TEXTURED_NO_DEPTH_TRIS.apply(texture), + u1, u2, v1, v2, + (-τ / 4).toFloat()..(progress * τ - τ / 4).toFloat() + ) + } } diff --git a/src/main/kotlin/util/render/RenderInWorldContext.kt b/src/main/kotlin/util/render/RenderInWorldContext.kt index bb58200..98b10ca 100644 --- a/src/main/kotlin/util/render/RenderInWorldContext.kt +++ b/src/main/kotlin/util/render/RenderInWorldContext.kt @@ -5,15 +5,12 @@ import io.github.notenoughupdates.moulconfig.platform.next import java.lang.Math.pow import org.joml.Matrix4f import org.joml.Vector3f -import net.minecraft.client.gl.VertexBuffer +import util.render.CustomRenderLayers import net.minecraft.client.render.Camera import net.minecraft.client.render.RenderLayer -import net.minecraft.client.render.RenderPhase import net.minecraft.client.render.RenderTickCounter -import net.minecraft.client.render.Tessellator import net.minecraft.client.render.VertexConsumer import net.minecraft.client.render.VertexConsumerProvider -import net.minecraft.client.render.VertexFormat import net.minecraft.client.render.VertexFormats import net.minecraft.client.texture.Sprite import net.minecraft.client.util.math.MatrixStack @@ -27,47 +24,12 @@ import moe.nea.firmament.util.MC @RenderContextDSL class RenderInWorldContext private constructor( - private val tesselator: Tessellator, val matrixStack: MatrixStack, private val camera: Camera, private val tickCounter: RenderTickCounter, val vertexConsumers: VertexConsumerProvider.Immediate, ) { - object RenderLayers { - val TRANSLUCENT_TRIS = RenderLayer.of("firmament_translucent_tris", - VertexFormats.POSITION_COLOR, - VertexFormat.DrawMode.TRIANGLES, - RenderLayer.CUTOUT_BUFFER_SIZE, - false, true, - RenderLayer.MultiPhaseParameters.builder() - .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) - .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY) - .program(RenderPhase.POSITION_COLOR_PROGRAM) - .build(false)) - val LINES = RenderLayer.of("firmament_rendertype_lines", - VertexFormats.LINES, - VertexFormat.DrawMode.LINES, - RenderLayer.CUTOUT_BUFFER_SIZE, - false, false, // do we need translucent? i dont think so - RenderLayer.MultiPhaseParameters.builder() - .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) - .program(FirmamentShaders.LINES) - .build(false) - ) - val COLORED_QUADS = RenderLayer.of( - "firmament_quads", - VertexFormats.POSITION_COLOR, - VertexFormat.DrawMode.QUADS, - RenderLayer.CUTOUT_BUFFER_SIZE, - false, true, - RenderLayer.MultiPhaseParameters.builder() - .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) - .program(RenderPhase.POSITION_COLOR_PROGRAM) - .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY) - .build(false) - ) - } @Deprecated("stateful color management is no longer a thing") fun color(color: me.shedaniel.math.Color) { @@ -82,7 +44,7 @@ class RenderInWorldContext private constructor( fun block(blockPos: BlockPos, color: Int) { matrixStack.push() matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat()) - buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color) + buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(CustomRenderLayers.COLORED_QUADS), color) matrixStack.pop() } @@ -155,7 +117,7 @@ class RenderInWorldContext private constructor( matrixStack.translate(vec3d.x, vec3d.y, vec3d.z) matrixStack.scale(size, size, size) matrixStack.translate(-.5, -.5, -.5) - buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color) + buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(CustomRenderLayers.COLORED_QUADS), color) matrixStack.pop() vertexConsumers.draw() } @@ -182,8 +144,7 @@ class RenderInWorldContext private constructor( fun line(points: List<Vec3d>, lineWidth: Float = 10F) { RenderSystem.lineWidth(lineWidth) - // TODO: replace with renderlayers - val buffer = tesselator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES) + val buffer = vertexConsumers.getBuffer(CustomRenderLayers.LINES) val matrix = matrixStack.peek() var lastNormal: Vector3f? = null @@ -203,7 +164,6 @@ class RenderInWorldContext private constructor( .next() } - RenderLayers.LINES.draw(buffer.end()) } // TODO: put the favourite icons in front of items again @@ -281,16 +241,15 @@ class RenderInWorldContext private constructor( fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) { // TODO: there should be *no more global state*. the only thing we should be doing is render layers. that includes settings like culling, blending, shader color, and depth testing // For now i will let these functions remain, but this needs to go before i do a full (non-beta) release - RenderSystem.disableDepthTest() - RenderSystem.enableBlend() - RenderSystem.defaultBlendFunc() - RenderSystem.disableCull() +// RenderSystem.disableDepthTest() +// RenderSystem.enableBlend() +// RenderSystem.defaultBlendFunc() +// RenderSystem.disableCull() event.matrices.push() event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z) val ctx = RenderInWorldContext( - RenderSystem.renderThreadTesselator(), event.matrices, event.camera, event.tickCounter, @@ -302,10 +261,6 @@ class RenderInWorldContext private constructor( event.matrices.pop() event.vertexConsumers.draw() RenderSystem.setShaderColor(1F, 1F, 1F, 1F) - VertexBuffer.unbind() - RenderSystem.enableDepthTest() - RenderSystem.enableCull() - RenderSystem.disableBlend() } } } diff --git a/src/main/kotlin/util/render/TintedOverlayTexture.kt b/src/main/kotlin/util/render/TintedOverlayTexture.kt index a02eccc..0677846 100644 --- a/src/main/kotlin/util/render/TintedOverlayTexture.kt +++ b/src/main/kotlin/util/render/TintedOverlayTexture.kt @@ -1,7 +1,5 @@ package moe.nea.firmament.util.render -import com.mojang.blaze3d.platform.GlConst -import com.mojang.blaze3d.systems.RenderSystem import me.shedaniel.math.Color import net.minecraft.client.render.OverlayTexture import net.minecraft.util.math.ColorHelper @@ -29,16 +27,9 @@ class TintedOverlayTexture : OverlayTexture() { } } - RenderSystem.activeTexture(GlConst.GL_TEXTURE1) - texture.bindTexture() texture.setFilter(false, false) texture.setClamp(true) - image.upload(0, - 0, 0, - 0, 0, - image.width, image.height, - false) - RenderSystem.activeTexture(GlConst.GL_TEXTURE0) + texture.upload() return this } } |