Merge branch 'distant-horizons-main'
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+9
-6
@@ -51,17 +51,13 @@ import org.lwjgl.opengl.GL15;
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/**
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* This class is used to mix in my rendering code
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* This class is used to mix in DH's rendering code
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* before Minecraft starts rendering blocks.
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* If this wasn't done, and we used Forge's
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* render last event, the LODs would render on top
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* of the normal terrain. <br><br>
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*
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* This is also the mixin for rendering the clouds
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*
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* @author coolGi
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* @author James Seibel
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* @version 12-31-2021
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*/
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@Mixin(LevelRenderer.class)
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public class MixinLevelRenderer
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@@ -88,6 +84,9 @@ public class MixinLevelRenderer
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public void renderClouds(PoseStack poseStack, Matrix4f projectionMatrix, float partialTicks, double cameraX, double cameraY, double cameraZ, CallbackInfo ci)
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#endif
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{
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// FIXME this is only called when clouds are enabled and vanilla render distance is far enough
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// not having the partial ticks doesn't appear to be critical currently, but might cause weird issues down the line
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// get the partial ticks since renderBlockLayer doesn't
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// have access to them
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previousPartialTicks = partialTicks;
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@@ -138,7 +137,7 @@ public class MixinLevelRenderer
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// only render before solid blocks
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if (renderType.equals(RenderType.solid()))
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{
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ClientApi.INSTANCE.renderLods(ClientLevelWrapper.getWrapper(level), mcModelViewMatrix, mcProjectionMatrix, previousPartialTicks);
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ClientApi.INSTANCE.renderOpaqueLods(ClientLevelWrapper.getWrapper(level), mcModelViewMatrix, mcProjectionMatrix, previousPartialTicks);
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// experimental proof-of-concept option
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if (Config.Client.Advanced.Graphics.AdvancedGraphics.seamlessOverdraw.get())
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@@ -153,6 +152,10 @@ public class MixinLevelRenderer
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projectionMatrix.set(matrixFloatArray);
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#endif
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}
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}
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else if (renderType.equals(RenderType.translucent()))
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{
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ClientApi.INSTANCE.renderTranslucentLods(ClientLevelWrapper.getWrapper(level), mcModelViewMatrix, mcProjectionMatrix, previousPartialTicks);
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}
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if (Config.Client.Advanced.Debugging.lodOnlyMode.get())
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