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2 Commits
Author SHA1 Message Date
Glease 23605fc22d fix particles not sorted when rendering
some experimental code left in during initial rework...
2022-09-09 19:48:12 +08:00
Glease 8ee90a7338 fix crash upon opening hologram gui 2022-09-09 18:09:59 +08:00
2 changed files with 65 additions and 43 deletions

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@@ -326,7 +326,7 @@ public class ClientProxy extends CommonProxy {
return frustrum.isBoxInFrustum(X, Y, Z, X + 0.5, Y + 0.5, Z + 0.5);
}
public void draw(Tessellator tes) {
public void draw(Tessellator tes, double eyeX, double eyeY, double eyeZ) {
double size = 0.5;
int brightness = w.blockExists(x, 0, z) ? w.getLightBrightnessForSkyBlocks(x, y, z, 0) : 0;
@@ -347,43 +347,63 @@ public class ClientProxy extends CommonProxy {
double U = icons[i].getMaxU();
double v = icons[i].getMinV();
double V = icons[i].getMaxV();
switch (i) { // {DOWN, UP, NORTH, SOUTH, WEST, EAST}
case 0:
tes.addVertexWithUV(X, Y, Z + size, u, V);
tes.addVertexWithUV(X, Y, Z, u, v);
tes.addVertexWithUV(X + size, Y, Z, U, v);
tes.addVertexWithUV(X + size, Y, Z + size, U, V);
break;
case 1:
tes.addVertexWithUV(X, Y + size, Z, u, v);
tes.addVertexWithUV(X, Y + size, Z + size, u, V);
tes.addVertexWithUV(X + size, Y + size, Z + size, U, V);
tes.addVertexWithUV(X + size, Y + size, Z, U, v);
break;
case 2:
tes.addVertexWithUV(X, Y, Z, U, V);
tes.addVertexWithUV(X, Y + size, Z, U, v);
tes.addVertexWithUV(X + size, Y + size, Z, u, v);
tes.addVertexWithUV(X + size, Y, Z, u, V);
break;
case 3:
tes.addVertexWithUV(X + size, Y, Z + size, U, V);
tes.addVertexWithUV(X + size, Y + size, Z + size, U, v);
tes.addVertexWithUV(X, Y + size, Z + size, u, v);
tes.addVertexWithUV(X, Y, Z + size, u, V);
break;
case 4:
tes.addVertexWithUV(X, Y, Z + size, U, V);
tes.addVertexWithUV(X, Y + size, Z + size, U, v);
tes.addVertexWithUV(X, Y + size, Z, u, v);
tes.addVertexWithUV(X, Y, Z, u, V);
break;
case 5:
tes.addVertexWithUV(X + size, Y, Z, U, V);
tes.addVertexWithUV(X + size, Y + size, Z, U, v);
tes.addVertexWithUV(X + size, Y + size, Z + size, u, v);
tes.addVertexWithUV(X + size, Y, Z + size, u, V);
break;
// cube is a very special model. its facings can be rendered correctly by viewer distance without using
// surface normals and view vector
// here we do a 2 pass render.
// first pass we draw obstructed faces (i.e. faces that are further away from player)
// second pass we draw unobstructed faces
for (int j = 0; j < 2; j++) {
switch (i) { // {DOWN, UP, NORTH, SOUTH, WEST, EAST}
case 0:
if ((Y >= eyeY) != (j == 1)) continue;
tes.setNormal(0, -1, 0);
tes.addVertexWithUV(X, Y, Z + size, u, V);
tes.addVertexWithUV(X, Y, Z, u, v);
tes.addVertexWithUV(X + size, Y, Z, U, v);
tes.addVertexWithUV(X + size, Y, Z + size, U, V);
break;
case 1:
if ((Y + size <= eyeY) != (j == 1)) continue;
tes.setNormal(0, 1, 0);
tes.addVertexWithUV(X, Y + size, Z, u, v);
tes.addVertexWithUV(X, Y + size, Z + size, u, V);
tes.addVertexWithUV(X + size, Y + size, Z + size, U, V);
tes.addVertexWithUV(X + size, Y + size, Z, U, v);
break;
case 2:
if ((Z >= eyeZ) != (j == 1)) continue;
tes.setNormal(0, 0, -1);
tes.addVertexWithUV(X, Y, Z, U, V);
tes.addVertexWithUV(X, Y + size, Z, U, v);
tes.addVertexWithUV(X + size, Y + size, Z, u, v);
tes.addVertexWithUV(X + size, Y, Z, u, V);
break;
case 3:
if ((Z <= eyeZ) != (j == 1)) continue;
tes.setNormal(0, 0, 1);
tes.addVertexWithUV(X + size, Y, Z + size, U, V);
tes.addVertexWithUV(X + size, Y + size, Z + size, U, v);
tes.addVertexWithUV(X, Y + size, Z + size, u, v);
tes.addVertexWithUV(X, Y, Z + size, u, V);
break;
case 4:
if ((X >= eyeX) != (j == 1)) continue;
tes.setNormal(-1, 0, 0);
tes.addVertexWithUV(X, Y, Z + size, U, V);
tes.addVertexWithUV(X, Y + size, Z + size, U, v);
tes.addVertexWithUV(X, Y + size, Z, u, v);
tes.addVertexWithUV(X, Y, Z, u, V);
break;
case 5:
if ((X + size <= eyeX) != (j == 1)) continue;
tes.setNormal(1, 0, 0);
tes.addVertexWithUV(X + size, Y, Z, U, V);
tes.addVertexWithUV(X + size, Y + size, Z, U, v);
tes.addVertexWithUV(X + size, Y + size, Z + size, u, v);
tes.addVertexWithUV(X + size, Y, Z + size, u, V);
break;
}
}
}
}
@@ -434,12 +454,11 @@ public class ClientProxy extends CommonProxy {
for (HintGroup c : allGroups) allHintsForRender.addAll(c.getHints());
sortRequired = true;
}
if (renderThrough > 0 && (sortRequired || playerPos.squareDistanceTo(lastPlayerPos) > 1e-2)) {
// only sort if there is anything that need depth test disabled
if (sortRequired || playerPos.squareDistanceTo(lastPlayerPos) > 1e-2) {
// only redo sort if player moved some distance
// default is 0.1 block
// if there was a full rebuild, go sort it as well
allHintsForRender.sort(Comparator.comparingDouble(info -> info.getSquareDistanceTo(playerPos)));
allHintsForRender.sort(Comparator.comparingDouble(info -> -info.getSquareDistanceTo(playerPos)));
resetPlayerLocation();
}
}
@@ -485,6 +504,7 @@ public class ClientProxy extends CommonProxy {
GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_COLOR_BUFFER_BIT); // TODO figure out original states
// we need the back facing rendered because the thing is transparent
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_BLEND); // enable blend so it is transparent
GL11.glBlendFunc(GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_SRC_ALPHA);
// depth test begin as enabled
@@ -507,7 +527,8 @@ public class ClientProxy extends CommonProxy {
else GL11.glEnable(GL11.GL_DEPTH_TEST);
renderThrough = hint.renderThrough;
}
hint.draw(tes);
// TODO verify if we need to add eyeHeight
hint.draw(tes, d0, d1, d2);
}
p.endStartSection("Draw");
tes.draw();
@@ -236,7 +236,8 @@ public class GuiScreenConfigureChannels extends GuiScreen implements IGuiScreen
private void updateButtons() {
// this will be called from setText of key and value. NEVER UPDATE THE VALUE OF THESE HERE OR GET A
// STACKOVERFLOW!
boolean existing = ChannelDataAccessor.hasSubChannel(trigger, key.getText());
String keyText = key.getText();
boolean existing = !StringUtils.isEmpty(keyText) && ChannelDataAccessor.hasSubChannel(trigger, keyText);
getButtonList().get(0).displayString = existing
? I18n.format("item.structurelib.constructableTrigger.gui.set")
: I18n.format("item.structurelib.constructableTrigger.gui.add");