Restore texture and depthFunc in GlDhMetaRenderer instead of in CleanroomRenderMixin
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+8
-21
@@ -23,14 +23,10 @@ import com.seibel.distanthorizons.common.wrappers.world.ClientLevelWrapper;
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import com.seibel.distanthorizons.core.api.internal.ClientApi;
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import com.seibel.distanthorizons.core.util.math.DhMat4f;
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import net.minecraft.client.multiplayer.WorldClient;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.RenderGlobal;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.BlockRenderLayer;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import org.lwjgl.opengl.GL32;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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@@ -48,34 +44,25 @@ public class MixinRenderGlobal
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if (blockLayerIn == BlockRenderLayer.SOLID)
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{
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float[] mcProjMatrixRaw = new float[16];
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GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, mcProjMatrixRaw);
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GL32.glGetFloatv(GL32.GL_PROJECTION_MATRIX, mcProjMatrixRaw);
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ClientApi.RENDER_STATE.mcProjectionMatrix = new DhMat4f(mcProjMatrixRaw);
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ClientApi.RENDER_STATE.mcProjectionMatrix.transpose();
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float[] mcModelViewRaw = new float[16];
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GL11.glGetFloatv(GL11.GL_MODELVIEW_MATRIX, mcModelViewRaw);
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GL32.glGetFloatv(GL32.GL_MODELVIEW_MATRIX, mcModelViewRaw);
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ClientApi.RENDER_STATE.mcModelViewMatrix = new DhMat4f(mcModelViewRaw);
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ClientApi.RENDER_STATE.mcModelViewMatrix.transpose();
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ClientApi.RENDER_STATE.partialTickTime = (float) partialTicks;
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ClientApi.RENDER_STATE.clientLevelWrapper = ClientLevelWrapper.getWrapperIfDifferent(ClientApi.RENDER_STATE.clientLevelWrapper, this.world);
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int blendSrc = GL11.glGetInteger(GL11.GL_BLEND_SRC);
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int blendDst = GL11.glGetInteger(GL11.GL_BLEND_DST);
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int boundTexture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
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ClientApi.INSTANCE.renderLods();
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GL30.glBindVertexArray(0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
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GL20.glUseProgram(0);
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//Restore vanilla states
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GlStateManager.depthFunc(GL11.GL_LEQUAL);
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GlStateManager.bindTexture(boundTexture);
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GlStateManager.tryBlendFuncSeparate(blendSrc, blendDst, GL11.GL_ONE, GL11.GL_ZERO);
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//Some 1.12.2 rendering mods breaks if we don't unbind buffers
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GL32.glBindVertexArray(0);
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GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, 0);
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GL32.glBindBuffer(GL32.GL_ELEMENT_ARRAY_BUFFER, 0);
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GL32.glUseProgram(0);
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}
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}
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}
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