Revert "Patch GuiGameElements"

This reverts commit 55c95b347b.
This commit is contained in:
PepperBell 2021-11-07 10:27:51 -08:00
parent 1f0b428e58
commit 4909546457

View file

@ -26,6 +26,7 @@ import net.minecraft.client.renderer.block.BlockRenderDispatcher;
import net.minecraft.client.renderer.block.model.ItemTransforms;
import net.minecraft.client.renderer.entity.ItemRenderer;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.client.renderer.texture.TextureAtlas;
import net.minecraft.client.resources.model.BakedModel;
import net.minecraft.core.BlockPos;
import net.minecraft.world.inventory.InventoryMenu;
@ -174,14 +175,11 @@ public class GuiGameElement {
VertexConsumer vb = buffer.getBuffer(renderType);
transformMatrix(matrixStack);
if (customLighting == null)
Lighting.setupForEntityInInventory();
RenderSystem.setShaderTexture(0, InventoryMenu.BLOCK_ATLAS);
renderModel(blockRenderer, buffer, renderType, vb, matrixStack);
cleanUpMatrix(matrixStack);
if (customLighting == null)
Lighting.setupFor3DItems();
}
protected void renderModel(BlockRenderDispatcher blockRenderer, MultiBufferSource.BufferSource buffer,
@ -211,8 +209,8 @@ public class GuiGameElement {
RenderType renderType, VertexConsumer vb, PoseStack ms) {
if (blockState.getBlock() instanceof FireBlock) {
Lighting.setupForFlatItems();
blockRenderer.renderSingleBlock(blockState, ms, buffer, LightTexture.FULL_BRIGHT,
OverlayTexture.NO_OVERLAY, VirtualEmptyModelData.INSTANCE);
blockRenderer.renderSingleBlock(blockState, ms, buffer, LightTexture.FULL_BRIGHT, OverlayTexture.NO_OVERLAY,
VirtualEmptyModelData.INSTANCE);
buffer.endBatch();
Lighting.setupFor3DItems();
return;
@ -224,11 +222,9 @@ public class GuiGameElement {
.isEmpty())
return;
Lighting.setupForFlatItems();
FluidRenderer.renderTiledFluidBB(new FluidStack(blockState.getFluidState()
.getType(), 1000), 0, 0, 0, 1.0001f, 1.0001f, 1.0001f, buffer, ms, LightTexture.FULL_BRIGHT, false);
buffer.endBatch();
Lighting.setupFor3DItems();
}
}
@ -260,54 +256,37 @@ public class GuiGameElement {
cleanUpMatrix(matrixStack);
}
@Override
protected void transformMatrix(PoseStack matrixStack) {
super.transformMatrix(matrixStack);
PoseStack mvm = RenderSystem.getModelViewStack();
mvm.pushPose();
mvm.mulPoseMatrix(matrixStack.last()
.pose());
mvm.translate(8.0F, -8.0F, 8.0F);
mvm.scale(16.0F, 16.0F, 16.0F);
RenderSystem.applyModelViewMatrix();
}
@Override
protected void cleanUpMatrix(PoseStack matrixStack) {
super.cleanUpMatrix(matrixStack);
RenderSystem.getModelViewStack()
.popPose();
;
RenderSystem.applyModelViewMatrix();
}
public static void renderItemIntoGUI(PoseStack matrixStack, ItemStack stack, boolean useDefaultLighting) {
ItemRenderer renderer = Minecraft.getInstance()
.getItemRenderer();
ItemRenderer renderer = Minecraft.getInstance().getItemRenderer();
BakedModel bakedModel = renderer.getModel(stack, null, null, 0);
renderer.textureManager.getTexture(InventoryMenu.BLOCK_ATLAS)
.setFilter(false, false);
RenderSystem.setShaderTexture(0, InventoryMenu.BLOCK_ATLAS);
renderer.textureManager.getTexture(TextureAtlas.LOCATION_BLOCKS).setFilter(false, false);
RenderSystem.setShaderTexture(0, TextureAtlas.LOCATION_BLOCKS);
RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F);
MultiBufferSource.BufferSource buffer = Minecraft.getInstance()
.renderBuffers()
.bufferSource();
matrixStack.pushPose();
matrixStack.translate(0, 0, 100.0F + renderer.blitOffset);
matrixStack.translate(8.0F, -8.0F, 0.0F);
matrixStack.scale(16.0F, 16.0F, 16.0F);
MultiBufferSource.BufferSource buffer = Minecraft.getInstance().renderBuffers().bufferSource();
boolean flatLighting = !bakedModel.usesBlockLight();
if (useDefaultLighting && flatLighting)
if (useDefaultLighting) {
if (flatLighting) {
Lighting.setupForFlatItems();
}
}
renderer.render(stack, ItemTransforms.TransformType.GUI, false, new PoseStack(), buffer,
LightTexture.FULL_BRIGHT, OverlayTexture.NO_OVERLAY, bakedModel);
renderer.render(stack, ItemTransforms.TransformType.GUI, false, matrixStack, buffer, LightTexture.FULL_BRIGHT, OverlayTexture.NO_OVERLAY, bakedModel);
buffer.endBatch();
RenderSystem.enableDepthTest();
if (useDefaultLighting && flatLighting)
if (useDefaultLighting) {
if (flatLighting) {
Lighting.setupFor3DItems();
}
}
matrixStack.popPose();
}
}