Close #57 (Add support for night vision)
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@@ -21,8 +21,8 @@ import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.HashSet;
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import java.util.Iterator;
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import com.seibel.lod.objects.LevelPos;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.NVFogDistance;
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@@ -36,6 +36,7 @@ import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.FogQuality;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.handlers.ReflectionHandler;
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import com.seibel.lod.objects.LevelPos;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.NearFarFogSettings;
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import com.seibel.lod.proxy.ClientProxy;
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@@ -50,6 +51,7 @@ import net.minecraft.client.renderer.WorldRenderer;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.renderer.vertex.VertexBuffer;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.potion.EffectInstance;
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import net.minecraft.potion.Effects;
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import net.minecraft.profiler.IProfiler;
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import net.minecraft.util.math.BlockPos;
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@@ -65,7 +67,7 @@ import net.minecraft.util.math.vector.Vector3f;
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* This is where LODs are draw to the world.
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*
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* @author James Seibel
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* @version 8-17-2021
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* @version 8-20-2021
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*/
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public class LodNodeRenderer
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{
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@@ -572,7 +574,25 @@ public class LodNodeRenderer
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@SuppressWarnings("deprecation")
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private void setupLighting(LodDimension lodDimension, float partialTicks)
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{
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// Determine if the player has night vision
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boolean playerHasNightVision = false;
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if (this.mc.player != null)
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{
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Iterator<EffectInstance> iterator = this.mc.player.getActiveEffects().iterator();
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while(iterator.hasNext())
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{
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EffectInstance instance = iterator.next();
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if (instance.getEffect() == Effects.NIGHT_VISION)
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{
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playerHasNightVision = true;
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break;
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}
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}
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}
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float sunBrightness = lodDimension.dimension.hasSkyLight() ? mc.level.getSkyDarken(partialTicks) : 0.2f;
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sunBrightness = playerHasNightVision ? 1.0f : sunBrightness;
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float gammaMultiplyer = (float) mc.options.gamma - 0.5f;
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float lightStrength = ((sunBrightness / 2f) - 0.2f) + (gammaMultiplyer * 0.3f);
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