package moe.nea.firmament.mixins.feature.devcosmetics; import com.llamalad7.mixinextras.injector.wrapoperation.Operation; import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation; import com.llamalad7.mixinextras.sugar.Local; import kotlin.Unit; import moe.nea.firmament.features.misc.CustomCapes; import net.minecraft.client.model.Model; import net.minecraft.client.renderer.RenderType; import com.mojang.blaze3d.vertex.VertexConsumer; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.feature.ModelFeatureRenderer; import net.minecraft.client.renderer.SubmitNodeCollector; import net.minecraft.client.renderer.entity.layers.CapeLayer; import net.minecraft.client.renderer.entity.layers.RenderLayer; import net.minecraft.client.renderer.entity.RenderLayerParent; import net.minecraft.client.model.HumanoidModel; import net.minecraft.client.model.PlayerModel; import net.minecraft.client.renderer.entity.state.AvatarRenderState; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.world.entity.player.PlayerSkin; import org.spongepowered.asm.mixin.Mixin; import org.spongepowered.asm.mixin.injection.At; @Mixin(CapeLayer.class) public abstract class CustomCapeFeatureRenderer extends RenderLayer { public CustomCapeFeatureRenderer(RenderLayerParent context) { super(context); } // @WrapOperation( // method = "submit(Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/SubmitNodeCollector;ILnet/minecraft/client/renderer/entity/state/AvatarRenderState;FF)V", // at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/SubmitNodeCollector;submitModel(Lnet/minecraft/client/model/Model;Ljava/lang/Object;Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/RenderType;IIILnet/minecraft/client/renderer/feature/ModelFeatureRenderer$CrumblingOverlay;)V") // ) // private void onRender(SubmitNodeCollector instance, Model model, Object o, PoseStack matrixStack, RenderType renderLayer, int light, int overlay, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlayCommand, Operation original, // @Local(argsOnly = true) AvatarRenderState playerEntityRenderState, @Local PlayerSkin skinTextures) { // // TODO: 1.21.10 custom capes by pre rendering the texture id. this is more viable on this version i am fairly sure, without clogging up all of the cached image render layers // CustomCapes.render( // playerEntityRenderState, // vertexConsumer, // RenderLayer.getEntitySolid(skinTextures.cape().id()), // vertexConsumerProvider, // matrixStack, // updatedConsumer -> { // original.call(instance, matrixStack, updatedConsumer, light, overlay, outlineColor); // return Unit.INSTANCE; // }); // } }