Fix some rendering mixins 1.16
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+17
-20
@@ -17,16 +17,6 @@ public class MixinGameRenderer
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private static final Logger LOGGER = LogManager.getLogger(MixinGameRenderer.class.getSimpleName());
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#if POST_MC_1_17_1
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@Inject(method = "shutdownShaders", at = @At("HEAD"))
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public void onShutdownShaders(CallbackInfo ci) {
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LOGGER.info("Shutting down renderer (forge)");
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if (!DependencySetupDoneCheck.isDone) {
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LOGGER.warn("Dependency setup is not done yet, skipping renderer this shutdown event!");
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return;
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}
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ClientApi.INSTANCE.rendererShutdownEvent();
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}
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// FIXME: This I think will dup multiple renderStartupEvent calls...
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@Inject(method = {"reloadShaders", "preloadUiShader"}, at = @At("TAIL"))
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public void onStartupShaders(CallbackInfo ci) {
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@@ -37,21 +27,28 @@ public class MixinGameRenderer
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}
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ClientApi.INSTANCE.rendererStartupEvent();
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}
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#else
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// FIXME: on 1.16 we dont have stuff for reloading/shutting down shaders
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@Inject(method = "shutdownShaders", at = @At("HEAD"))
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@Inject(method = "shutdownShaders", at = @At("HEAD"))
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public void onShutdownShaders(CallbackInfo ci) {
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LOGGER.info("Shutting down renderer");
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LOGGER.info("Shutting down renderer (forge)");
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if (!DependencySetupDoneCheck.isDone) {
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LOGGER.warn("Dependency setup is not done yet, skipping renderer this shutdown event!");
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return;
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}
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ClientApi.INSTANCE.rendererShutdownEvent();
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}
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// FIXME: This I think will dup multiple renderStartupEvent calls...
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@Inject(method = {"reloadShaders", "preloadUiShader", "preloadShader"}, at = @At("TAIL"))
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#else
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@Inject(method = {"loadEffect"}, at = @At("TAIL"))
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public void onStartupShaders(CallbackInfo ci) {
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LOGGER.info("Starting up renderer");
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ClientApi.INSTANCE.rendererStartupEvent();
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}
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@Inject(method = "shutdownEffect", at = @At("HEAD"))
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public void onShutdownShaders(CallbackInfo ci) {
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ClientApi.INSTANCE.rendererShutdownEvent();
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}
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#endif
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}
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+41
-37
@@ -46,6 +46,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import java.nio.FloatBuffer;
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#if PRE_MC_1_17_1
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import org.lwjgl.opengl.GL15;
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#endif
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/**
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* This class is used to mix in my rendering code
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* before Minecraft starts rendering blocks.
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@@ -75,43 +80,18 @@ public class MixinLevelRenderer
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#if PRE_MC_1_17_1
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@Inject(at = @At("RETURN"), method = "renderSky(Lcom/mojang/blaze3d/vertex/PoseStack;F)V")
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private void renderSky(PoseStack matrixStackIn, float partialTicks, CallbackInfo callback)
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#else
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@Inject(method = "renderClouds", at = @At("HEAD"), cancellable = true)
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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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// 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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}
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@Inject(at = @At("HEAD"),
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method = "renderChunkLayer(Lnet/minecraft/client/renderer/RenderType;Lcom/mojang/blaze3d/vertex/PoseStack;DDD)V",
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cancellable = true)
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private void renderChunkLayer(RenderType renderType, PoseStack matrixStackIn, double xIn, double yIn, double zIn, CallbackInfo callback)
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{
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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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// get MC's current projection matrix
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float[] mcProjMatrixRaw = new float[16];
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GL15.glGetFloatv(GL15.GL_PROJECTION_MATRIX, mcProjMatrixRaw);
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Mat4f mcProjectionMatrix = new Mat4f(mcProjMatrixRaw);
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mcProjectionMatrix.transpose();
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Mat4f mcModelViewMatrix = McObjectConverter.Convert(matrixStackIn.last().pose());
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ClientApi.INSTANCE.renderLods(LevelWrapper.getWorldWrapper(level), mcModelViewMatrix, mcProjectionMatrix, previousPartialTicks);
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}
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if (Config.Client.Advanced.lodOnlyMode.get()) {
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callback.cancel();
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}
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}
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#else
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@Inject(method = "renderClouds", at = @At("HEAD"), cancellable = true)
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public void renderClouds(PoseStack poseStack, Matrix4f projectionMatrix, float tickDelta, double cameraX, double cameraY, double cameraZ, CallbackInfo ci) {
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// get the partial ticks since renderChunkLayer doesn't
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// have access to them
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previousPartialTicks = tickDelta;
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}
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#endif
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// TODO: Can we move this o forge's client proxy simmilar to how fabric does it
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// TODO: Can we move this to forge's client proxy similarly to how fabric does it
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#if PRE_MC_1_17_1
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@Inject(at = @At("HEAD"),
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method = "renderChunkLayer(Lnet/minecraft/client/renderer/RenderType;Lcom/mojang/blaze3d/vertex/PoseStack;DDD)V",
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@@ -129,20 +109,44 @@ public class MixinLevelRenderer
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private void renderChunkLayer(RenderType renderType, PoseStack modelViewMatrixStack, double cameraXBlockPos, double cameraYBlockPos, double cameraZBlockPos, Matrix4f projectionMatrix, CallbackInfo callback)
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#endif
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{
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// get MC's model view and projection matrices
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#if MC_1_16_5
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// get the matrices from the OpenGL fixed pipeline
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float[] mcProjMatrixRaw = new float[16];
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GL15.glGetFloatv(GL15.GL_PROJECTION_MATRIX, mcProjMatrixRaw);
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Mat4f mcProjectionMatrix = new Mat4f(mcProjMatrixRaw);
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mcProjectionMatrix.transpose();
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Mat4f mcModelViewMatrix = McObjectConverter.Convert(matrixStackIn.last().pose());
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#else
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// get the matrices directly from MC
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Mat4f mcModelViewMatrix = McObjectConverter.Convert(modelViewMatrixStack.last().pose());
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Mat4f mcProjectionMatrix = McObjectConverter.Convert(projectionMatrix);
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#endif
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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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Mat4f mcModelViewMatrix = McObjectConverter.Convert(modelViewMatrixStack.last().pose());
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Mat4f mcProjectionMatrix = McObjectConverter.Convert(projectionMatrix);
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ClientApi.INSTANCE.renderLods(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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{
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float[] matrixFloatArray = SeamlessOverdraw.overwriteMinecraftNearFarClipPlanes(projectionMatrix, previousPartialTicks);
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float[] matrixFloatArray = SeamlessOverdraw.overwriteMinecraftNearFarClipPlanes(mcProjectionMatrix, previousPartialTicks);
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#if PRE_MC_1_19_4
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#if MC_1_16_5
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int glMatrixMode = GL15.glGetInteger(GL15.GL_MATRIX_MODE);
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GL15.glMatrixMode(GL15.GL_PROJECTION);
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GL15.glPopMatrix();
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GL15.glPushMatrix();
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GL15.glLoadMatrixf(matrixFloatArray);
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GL15.glMatrixMode(glMatrixMode);
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#elif PRE_MC_1_19_4
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projectionMatrix.load(FloatBuffer.wrap(matrixFloatArray));
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#else
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projectionMatrix.set(matrixFloatArray);
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