Sky rendering issue fix

This commit is contained in:
paulevsGitch 2020-09-23 00:18:21 +03:00
parent 08f139e3b9
commit ae2dba1380
3 changed files with 21 additions and 51 deletions

View file

@ -9,6 +9,7 @@ import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.MinecraftClient;
@ -32,13 +33,13 @@ import ru.betterend.util.MHelper;
@Mixin(WorldRenderer.class)
public class WorldRendererMixin {
private static final Identifier SKY = new Identifier(BetterEnd.MOD_ID, "textures/sky/nebula_2.png");
private static final Identifier GRADIENT = new Identifier(BetterEnd.MOD_ID, "textures/sky/gradient.png");
private static final Identifier HORIZON = new Identifier(BetterEnd.MOD_ID, "textures/sky/nebula_3.png");
private static VertexBuffer customStarsBuffer1;
private static VertexBuffer customStarsBuffer2;
private static VertexBuffer customStarsBuffer3;
private static VertexBuffer farFogBuffer;
private static VertexBuffer gradient;
private static VertexBuffer horizon;
private static Vector3f axis1;
private static Vector3f axis2;
private static Vector3f axis3;
@ -73,41 +74,17 @@ public class WorldRendererMixin {
time += tickDelta * 0.001F;
if (time > 360) time -= 360;
//RenderSystem.clearDepth(0);
RenderSystem.enableAlphaTest();
GlStateManager.alphaFunc(516, 0.0F);
RenderSystem.enableBlend();
RenderSystem.enableTexture();
//RenderSystem.alphaFunc(GL11.GL_ONE_MINUS_SRC_ALPHA, 0);
RenderSystem.defaultBlendFunc();
RenderSystem.defaultAlphaFunc();
//RenderSystem.blendEquation(mode);
//RenderSystem.enableDepthTest();
//GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
//GL14.glBlendEquation(GL14.GL_FUNC_ADD);
//RenderSystem.disableDepthTest();
//GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
//RenderSystem.enableFog();
//BackgroundRenderer.setFogBlack();
//RenderSystem.fogStart(1F);
//RenderSystem.fogEnd(10F);
/*Vec3d vec3d = world.method_23777(this.client.gameRenderer.getCamera().getBlockPos(), tickDelta);
float r = (float) vec3d.x;
float g = (float) vec3d.y;
float b = (float) vec3d.z;*/
textureManager.bindTexture(GRADIENT);
renderBuffer(matrices, gradient, VertexFormats.POSITION_TEXTURE, 0.77F, 0.31F, 0.73F, 1F);
textureManager.bindTexture(HORIZON);
renderBuffer(matrices, horizon, VertexFormats.POSITION_TEXTURE, 0.77F, 0.31F, 0.73F, 1F);
textureManager.bindTexture(SKY);
renderBuffer(matrices, farFogBuffer, VertexFormats.POSITION_TEXTURE, 0.77F, 0.31F, 0.73F, 0.3F);
renderBuffer(matrices, farFogBuffer, VertexFormats.POSITION_TEXTURE, 0.77F, 0.31F, 0.73F, 0.15F);
RenderSystem.disableTexture();
//RenderSystem.disableFog();
//renderBuffer(matrices, gradient, VertexFormats.POSITION_COLOR, 0.77F, 0.31F, 0.73F, 1F);
matrices.push();
matrices.multiply(new Quaternion(axis1, time * 3, true));
@ -145,8 +122,8 @@ public class WorldRendererMixin {
customStarsBuffer1 = buildBuffer(buffer, customStarsBuffer1, 0.05, 0.3, 3500, 41315);
customStarsBuffer2 = buildBuffer(buffer, customStarsBuffer2, 0.07, 0.4, 2000, 35151);
customStarsBuffer3 = buildBuffer(buffer, customStarsBuffer3, 0.1, 0.5, 1500, 61354);
farFogBuffer = buildBufferFarFog(buffer, farFogBuffer, 40, 60, 100, 11515);
gradient = buildBufferGradient(buffer, gradient);
farFogBuffer = buildBufferFarFog(buffer, farFogBuffer, 40, 60, 60, 11515);
horizon = buildBufferHorizon(buffer, horizon);
}
private VertexBuffer buildBuffer(BufferBuilder bufferBuilder, VertexBuffer buffer, double minSize, double maxSize, int count, long seed) {
@ -175,13 +152,13 @@ public class WorldRendererMixin {
return buffer;
}
private VertexBuffer buildBufferGradient(BufferBuilder bufferBuilder, VertexBuffer buffer) {
private VertexBuffer buildBufferHorizon(BufferBuilder bufferBuilder, VertexBuffer buffer) {
if (buffer != null) {
buffer.close();
}
buffer = new VertexBuffer(VertexFormats.POSITION_TEXTURE);
makeGradient(bufferBuilder);
makeHorizon(bufferBuilder, 16);
bufferBuilder.end();
buffer.upload(bufferBuilder);
@ -282,31 +259,24 @@ public class WorldRendererMixin {
}
}
private void makeGradient(BufferBuilder buffer) {
private void makeHorizon(BufferBuilder buffer, int segments) {
buffer.begin(7, VertexFormats.POSITION_TEXTURE);
for (int i = 0; i < 8; i ++)
for (int i = 0; i < segments; i ++)
{
double a1 = (double) i * Math.PI / 4.0;
double a2 = (double) (i + 1) * Math.PI / 4.0;
double a1 = (double) i * Math.PI * 2.0 / (double) segments;
double a2 = (double) (i + 1) * Math.PI * 2.0 / (double) segments;
double px1 = Math.sin(a1) * 100;
double pz1 = Math.cos(a1) * 100;
double px2 = Math.sin(a2) * 100;
double pz2 = Math.cos(a2) * 100;
buffer.vertex(px1, -30, pz1).texture(0, 0).next();
buffer.vertex(px1, 30, pz1).texture(0, 1).next();
buffer.vertex(px2, 30, pz2).texture(1, 1).next();
buffer.vertex(px2, -30, pz2).texture(1, 0).next();
float u0 = (float) i / (float) segments;
float u1 = (float) (i + 1) / (float) segments;
/*buffer.vertex(px1, 0, pz1).color(1, 1, 1, 1).next();
buffer.vertex(px1, 0.1, pz1).color(1, 1, 1, 0).next();
buffer.vertex(px2, 0.1, pz2).color(1, 1, 1, 0).next();
buffer.vertex(px2, 0, pz2).color(1, 1, 1, 1).next();
buffer.vertex(px1, 0, pz1).color(1, 1, 1, 1).next();
buffer.vertex(px1, -0.1, pz1).color(1, 1, 1, 0).next();
buffer.vertex(px2, -0.1, pz2).color(1, 1, 1, 0).next();
buffer.vertex(px2, 0, pz2).color(1, 1, 1, 1).next();*/
buffer.vertex(px1, -30, pz1).texture(u0, 0).next();
buffer.vertex(px1, 30, pz1).texture(u0, 1).next();
buffer.vertex(px2, 30, pz2).texture(u1, 1).next();
buffer.vertex(px2, -30, pz2).texture(u1, 0).next();
}
}
}