suddenly and magically, contraption rendering is 100% accurate
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33e66c6e89
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697a7df59c
3 changed files with 5 additions and 59 deletions
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@ -1,6 +1,7 @@
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package com.simibubi.create.foundation.render;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.simibubi.create.content.contraptions.components.structureMovement.Contraption;
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import com.simibubi.create.foundation.render.light.LightVolume;
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@ -51,12 +52,7 @@ public class ContraptionRenderDispatcher {
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if (renderers.isEmpty()) return;
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FastKineticRenderer.setup(Minecraft.getInstance().gameRenderer);
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// if (renderType == RenderType.getTranslucent()) {
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// GL30.glEnable(GL11.GL_DEPTH_TEST);
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// GL20.glDepthFunc(GL20.GL_LESS);
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// RenderSystem.defaultBlendFunc();
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// }
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renderType.startDrawing();
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GL11.glEnable(GL13.GL_TEXTURE_3D);
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GL13.glActiveTexture(GL40.GL_TEXTURE4); // the shaders expect light volumes to be in texture 4
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@ -85,12 +81,9 @@ public class ContraptionRenderDispatcher {
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ShaderHelper.releaseShader();
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// if (renderType == RenderType.getTranslucent()) {
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// GL30.glEnable(GL11.GL_DEPTH_TEST);
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// GL20.glDepthFunc(GL20.GL_LEQUAL);
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// }
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renderType.endDrawing();
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GL11.glDisable(GL13.GL_TEXTURE_3D);
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FastKineticRenderer.teardown();
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GL13.glActiveTexture(GL40.GL_TEXTURE0);
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}
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@ -147,53 +147,6 @@ public class FastKineticRenderer {
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layer.endDrawing();
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}
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public static void setup(GameRenderer gameRenderer) {
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RenderSystem.enableBlend();
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RenderSystem.defaultBlendFunc();
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RenderSystem.enableLighting();
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RenderSystem.enableDepthTest();
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RenderSystem.enableCull();
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GL11.glCullFace(GL11.GL_BACK);
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LightTexture lightManager = gameRenderer.getLightmapTextureManager();
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Texture blockAtlasTexture = Minecraft.getInstance().textureManager.getTexture(PlayerContainer.BLOCK_ATLAS_TEXTURE);
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Texture lightTexture = Minecraft.getInstance().textureManager.getTexture(lightManager.resourceLocation);
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// bind the block atlas texture to 0
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GL13.glActiveTexture(GL40.GL_TEXTURE0);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, blockAtlasTexture.getGlTextureId());
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GL40.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR);
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GL40.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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// bind the light texture to 1 and setup the mysterious filtering options
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GL13.glActiveTexture(GL40.GL_TEXTURE1);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, lightTexture.getGlTextureId());
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RenderSystem.texParameter(GL11.GL_TEXTURE_2D, 10241, 9729);
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RenderSystem.texParameter(GL11.GL_TEXTURE_2D, 10240, 9729);
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RenderSystem.texParameter(GL11.GL_TEXTURE_2D, 10242, 10496);
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RenderSystem.texParameter(GL11.GL_TEXTURE_2D, 10243, 10496);
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RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F);
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RenderSystem.enableTexture();
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}
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public static void teardown() {
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GL13.glActiveTexture(GL40.GL_TEXTURE1);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL13.glActiveTexture(GL40.GL_TEXTURE0);
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GL40.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST_MIPMAP_LINEAR);
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GL40.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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RenderSystem.disableCull();
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RenderSystem.disableBlend();
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RenderSystem.defaultBlendFunc();
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RenderSystem.disableDepthTest();
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RenderSystem.disableLighting();
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}
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public void registerCompartment(SuperByteBufferCache.Compartment<?> instance) {
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rotating.put(instance, CacheBuilder.newBuilder().build());
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belts.put(instance, CacheBuilder.newBuilder().build());
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@ -19,5 +19,5 @@ vec4 light() {
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void main() {
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vec4 tex = texture2D(BlockAtlas, TexCoords);
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fragColor = vec4(tex.rgb * light().rgb * Diffuse, tex.a) * Color;
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fragColor = vec4(tex.rgb * light().rgb * Diffuse * Color.rgb, tex.a);
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}
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