Pass RenderLayer into contraption structure context
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parent
0b25335f8e
commit
2856594cc8
3 changed files with 7 additions and 8 deletions
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@ -43,20 +43,20 @@ public class FlwContraptionManager extends ContraptionRenderingWorld<FlwContrapt
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GlStateTracker.State restoreState = GlStateTracker.getRestoreState();
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GlTextureUnit active = GlTextureUnit.getActive();
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RenderType layer = event.getType();
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RenderType type = event.getType();
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layer.setupRenderState();
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type.setupRenderState();
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Textures.bindActiveTextures();
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ContraptionProgram structureShader = CreateContexts.STRUCTURE.getProgram(AllProgramSpecs.PASSTHRU, Formats.BLOCK);
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ContraptionProgram structureShader = CreateContexts.STRUCTURE.getProgram(AllProgramSpecs.PASSTHRU, Formats.BLOCK, RenderLayer.CUTOUT);
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structureShader.bind();
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structureShader.uploadViewProjection(event.viewProjection);
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structureShader.uploadCameraPos(event.camX, event.camY, event.camZ);
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for (FlwContraption flwContraption : visible) {
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flwContraption.renderStructureLayer(layer, structureShader);
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flwContraption.renderStructureLayer(type, structureShader);
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}
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restoreState.restore();
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@ -76,7 +76,7 @@ public class FlwContraptionManager extends ContraptionRenderingWorld<FlwContrapt
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GlTextureUnit.T4.makeActive();
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glBindTexture(GL_TEXTURE_3D, 0);
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layer.clearRenderState();
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type.clearRenderState();
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active.makeActive();
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restoreState.restore();
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}
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@ -1,12 +1,12 @@
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package com.simibubi.create.foundation.render;
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import com.jozufozu.flywheel.core.shader.gamestate.IGameStateProvider;
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import com.jozufozu.flywheel.core.shader.GameStateProvider;
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import com.simibubi.create.Create;
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import com.simibubi.create.content.contraptions.KineticDebugger;
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import net.minecraft.resources.ResourceLocation;
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public class RainbowDebugStateProvider implements IGameStateProvider {
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public class RainbowDebugStateProvider implements GameStateProvider {
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public static final RainbowDebugStateProvider INSTANCE = new RainbowDebugStateProvider();
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public static final ResourceLocation NAME = Create.asResource("rainbow_debug");
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@ -38,7 +38,6 @@ vec4 FLWVertex(inout Vertex v) {
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#elif defined(FRAGMENT_SHADER)
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#use "flywheel:core/lightutil.glsl"
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#define ALPHA_DISCARD 0.1
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// optimize discard usage
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#if defined(ALPHA_DISCARD)
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#if defined(GL_ARB_conservative_depth)
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