Updated EndSky-Rendering
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1 changed files with 16 additions and 17 deletions
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@ -2,7 +2,9 @@ package ru.betterend.mixin.client;
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import java.util.Random;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.math.Matrix4f;
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import net.minecraft.client.renderer.GameRenderer;
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import org.lwjgl.opengl.GL11;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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@ -113,6 +115,7 @@ public class WorldRendererMixin {
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//RenderSystem.enableAlphaTest();
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//RenderSystem.alphaFunc(516, 0.0F);
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RenderSystem.enableBlend();
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RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
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}
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float blindA = 1F - BackgroundInfo.blindness;
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@ -123,35 +126,31 @@ public class WorldRendererMixin {
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matrices.pushPose();
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matrices.mulPose(new Quaternion(0, time, 0, false));
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RenderSystem.setShaderTexture(0, HORIZON);
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//textureManager.bind(HORIZON);
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be_renderBuffer(matrices, horizon, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, 0.7F * blindA);
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be_renderBuffer(matrices, matrix4f, horizon, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, 0.7F * blindA);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(new Quaternion(0, -time, 0, false));
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//textureManager.bind(NEBULA_1);
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RenderSystem.setShaderTexture(0, NEBULA_1);
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be_renderBuffer(matrices, nebulas1, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind02);
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be_renderBuffer(matrices, matrix4f, nebulas1, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind02);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(new Quaternion(0, time2, 0, false));
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//textureManager.bind(NEBULA_2);
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RenderSystem.setShaderTexture(0, NEBULA_2);
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be_renderBuffer(matrices, nebulas2, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind02);
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be_renderBuffer(matrices, matrix4f, nebulas2, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind02);
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matrices.popPose();
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//textureManager.bind(STARS);
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RenderSystem.setShaderTexture(0, STARS);
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matrices.pushPose();
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matrices.mulPose(axis3.rotation(time));
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be_renderBuffer(matrices, stars3, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind06);
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be_renderBuffer(matrices, matrix4f ,stars3, DefaultVertexFormat.POSITION_TEX, 0.77F, 0.31F, 0.73F, blind06);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(axis4.rotation(time2));
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be_renderBuffer(matrices, stars4, DefaultVertexFormat.POSITION_TEX, 1F, 1F, 1F, blind06);
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be_renderBuffer(matrices, matrix4f, stars4, DefaultVertexFormat.POSITION_TEX, 1F, 1F, 1F, blind06);
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matrices.popPose();
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}
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@ -159,8 +158,7 @@ public class WorldRendererMixin {
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if (a > 0) {
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if (a > 1) a = 1;
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RenderSystem.setShaderTexture(0, FOG);
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//textureManager.bind(FOG);
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be_renderBuffer(matrices, fog, DefaultVertexFormat.POSITION_TEX, BackgroundInfo.fogColorRed, BackgroundInfo.fogColorGreen, BackgroundInfo.fogColorBlue, a);
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be_renderBuffer(matrices, matrix4f, fog, DefaultVertexFormat.POSITION_TEX, BackgroundInfo.fogColorRed, BackgroundInfo.fogColorGreen, BackgroundInfo.fogColorBlue, a);
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}
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RenderSystem.disableTexture();
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@ -168,29 +166,30 @@ public class WorldRendererMixin {
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if (blindA > 0) {
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matrices.pushPose();
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matrices.mulPose(axis1.rotation(time3));
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be_renderBuffer(matrices, stars1, DefaultVertexFormat.POSITION, 1, 1, 1, blind06);
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be_renderBuffer(matrices, matrix4f, stars1, DefaultVertexFormat.POSITION, 1, 1, 1, blind06);
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matrices.popPose();
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matrices.pushPose();
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matrices.mulPose(axis2.rotation(time2));
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be_renderBuffer(matrices, stars2, DefaultVertexFormat.POSITION, 0.95F, 0.64F, 0.93F, blind06);
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be_renderBuffer(matrices, matrix4f, stars2, DefaultVertexFormat.POSITION, 0.95F, 0.64F, 0.93F, blind06);
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matrices.popPose();
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}
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RenderSystem.enableTexture();
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RenderSystem.depthMask(true);
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RenderSystem.defaultBlendFunc();
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RenderSystem.disableBlend();
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info.cancel();
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}
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}
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private void be_renderBuffer(PoseStack matrices, VertexBuffer buffer, VertexFormat format, float r, float g, float b, float a) {
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private void be_renderBuffer(PoseStack matrices, Matrix4f matrix4f, VertexBuffer buffer, VertexFormat format, float r, float g, float b, float a) {
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RenderSystem.setShaderColor(r, g, b, a);
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buffer.bind();
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//format.setupBufferState(0L);
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//buffer.draw(matrices.last().pose(), 7);
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format.setupBufferState();
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buffer.draw();
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buffer.drawWithShader(matrices.last().pose(), matrix4f, GameRenderer.getPositionTexShader());
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VertexBuffer.unbind();
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format.clearBufferState();
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}
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