Fix GL state corruption for mods not using MC's GlStateManager
This specifically fixes a bug with Iris where `GL46C.glDisable(GL46C.GL_CULL_FACE);` is called (instead of `GlStateManager._disableCull()`) during the transparent rendering pass, causing vanilla MC water chunks to have their normals inverted.
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+94
-30
@@ -29,13 +29,23 @@ import org.lwjgl.opengl.GL32;
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/**
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* A singleton that contains everything
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* related to rendering in Minecraft.
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*
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* @author James Seibel
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* @version 12-12-2021
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* <b>Why does DH often call GL methods twice? </b><br>
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* Once using the base {@link GL32} function and a second time using
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* Minecraft's {@link GlStateManager}?<br><br>
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*
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* <b>Answer: </b><br>
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* Compatibility and robustness<br>
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* In general all MC rendering should go through MC's {@link GlStateManager},
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* however that isn't always the case.
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* So, to prevent issues if a mod (or MC itself) calls a direct GL function
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* instead of the {@link GlStateManager} wrapper, we need to be sure about what the actual
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* set value is (whether setting or getting) and that MC knows what DH has done.
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* This way whether a mod (or MC) is using the {@link GlStateManager} or direct GL calls,
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* they should always have the correct value for anything DH has modified.
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* <br><br>
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* This may slow down some low end GPUs that are driver limited,
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* however James would rather have slow correct rendering vs fast broken rendering.
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*/
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//@Environment(EnvType.CLIENT)
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public class MinecraftGLWrapper implements IMinecraftGLWrapper
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{
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public static final MinecraftGLWrapper INSTANCE = new MinecraftGLWrapper();
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@@ -53,10 +63,18 @@ public class MinecraftGLWrapper implements IMinecraftGLWrapper
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/** @see GL32#GL_SCISSOR_TEST */
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@Override
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public void enableScissorTest() { GlStateManager._enableScissorTest(); }
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public void enableScissorTest()
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{
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GL32.glEnable(GL32.GL_SCISSOR_TEST);
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GlStateManager._enableScissorTest();
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}
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/** @see GL32#GL_SCISSOR_TEST */
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@Override
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public void disableScissorTest() { GlStateManager._disableScissorTest(); }
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public void disableScissorTest()
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{
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GL32.glDisable(GL32.GL_SCISSOR_TEST);
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GlStateManager._disableScissorTest();
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}
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// stencil //
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@@ -71,39 +89,74 @@ public class MinecraftGLWrapper implements IMinecraftGLWrapper
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/** @see GL32#GL_DEPTH_TEST */
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@Override
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public void enableDepthTest() { GlStateManager._enableDepthTest(); }
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public void enableDepthTest()
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{
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GL32.glEnable(GL32.GL_DEPTH_TEST);
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GlStateManager._enableDepthTest();
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}
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/** @see GL32#GL_DEPTH_TEST */
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@Override
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public void disableDepthTest() { GlStateManager._disableDepthTest(); }
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public void disableDepthTest()
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{
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GL32.glDisable(GL32.GL_DEPTH_TEST);
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GlStateManager._disableDepthTest();
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}
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/** @see GL32#glDepthFunc(int) */
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@Override
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public void glDepthFunc(int func) { GlStateManager._depthFunc(func); }
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public void glDepthFunc(int func)
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{
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GL32.glDepthFunc(func);
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GlStateManager._depthFunc(func);
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}
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/** @see GL32#glDepthMask(boolean) */
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@Override
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public void enableDepthMask() { GlStateManager._depthMask(true); }
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public void enableDepthMask()
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{
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GL32.glDepthMask(true);
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GlStateManager._depthMask(true);
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}
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/** @see GL32#glDepthMask(boolean) */
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@Override
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public void disableDepthMask() { GlStateManager._depthMask(false); }
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public void disableDepthMask()
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{
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GL32.glDepthMask(false);
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GlStateManager._depthMask(false);
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}
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// blending //
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/** @see GL32#GL_BLEND */
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@Override
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public void enableBlend() { GlStateManager._enableBlend(); }
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public void enableBlend()
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{
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GL32.glEnable(GL32.GL_BLEND);
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GlStateManager._enableBlend();
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}
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/** @see GL32#GL_BLEND */
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@Override
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public void disableBlend() { GlStateManager._disableBlend(); }
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public void disableBlend()
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{
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GL32.glDisable(GL32.GL_BLEND);
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GlStateManager._disableBlend();
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}
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/** @see GL32#glBlendFunc */
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@Override
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public void glBlendFunc(int sfactor, int dfactor) { GlStateManager._blendFunc(sfactor, dfactor); }
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public void glBlendFunc(int sfactor, int dfactor)
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{
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GL32.glBlendFunc(sfactor, dfactor);
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GlStateManager._blendFunc(sfactor, dfactor);
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}
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/** @see GL32#glBlendFuncSeparate */
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@Override
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public void glBlendFuncSeparate(int sfactorRGB, int dfactorRGB, int sfactorAlpha, int dfactorAlpha)
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{ GlStateManager._blendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); }
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{
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GL32.glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
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GlStateManager._blendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
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}
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// frame buffers //
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@@ -111,7 +164,10 @@ public class MinecraftGLWrapper implements IMinecraftGLWrapper
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/** @see GL32#glBindFramebuffer */
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@Override
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public void glBindFramebuffer(int target, int framebuffer)
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{ GlStateManager._glBindFramebuffer(target, framebuffer); }
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{
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GL32.glBindFramebuffer(target, framebuffer);
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GlStateManager._glBindFramebuffer(target, framebuffer);
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}
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// buffers //
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@@ -131,10 +187,18 @@ public class MinecraftGLWrapper implements IMinecraftGLWrapper
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/** @see GL32#GL_CULL_FACE */
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@Override
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public void enableFaceCulling() { GlStateManager._enableCull(); }
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public void enableFaceCulling()
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{
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GL32.glEnable(GL32.GL_CULL_FACE);
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GlStateManager._enableCull();
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}
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/** @see GL32#GL_CULL_FACE */
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@Override
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public void disableFaceCulling() { GlStateManager._disableCull(); }
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public void disableFaceCulling()
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{
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GL32.glDisable(GL32.GL_CULL_FACE);
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GlStateManager._disableCull();
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}
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// textures //
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@@ -148,24 +212,24 @@ public class MinecraftGLWrapper implements IMinecraftGLWrapper
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/** @see GL32#glActiveTexture(int) */
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@Override
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public void glActiveTexture(int textureId) { GlStateManager._activeTexture(textureId); }
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/** only works for textures bound via this system or MC's {@link GlStateManager} */
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@Override
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public int getActiveTexture()
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public void glActiveTexture(int textureId)
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{
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#if MC_VER <= MC_1_16_5
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return GL32.glGetInteger(GL32.GL_ACTIVE_TEXTURE);
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#else
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return GlStateManager._getActiveTexture();
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#endif
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GL32.glActiveTexture(textureId);
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GlStateManager._activeTexture(textureId);
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}
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@Override
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public int getActiveTexture() { return GL32.glGetInteger(GL32.GL_ACTIVE_TEXTURE); }
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/**
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* Always binds to {@link GL32#GL_TEXTURE_2D}
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* @see GL32#glBindTexture(int, int)
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*/
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@Override
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public void glBindTexture(int texture) { GlStateManager._bindTexture(texture); }
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public void glBindTexture(int texture)
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{
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GL32.glBindTexture(GL32.GL_TEXTURE_2D, texture);
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GlStateManager._bindTexture(texture);
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}
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+1
-1
Submodule coreSubProjects updated: 14c6707ff9...a577d69e8c
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