WIP: Port some 1.21.5 things
This commit is contained in:
62
src/main/kotlin/util/render/CustomRenderLayers.kt
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62
src/main/kotlin/util/render/CustomRenderLayers.kt
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@@ -0,0 +1,62 @@
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package util.render
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import com.mojang.blaze3d.pipeline.RenderPipeline
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import com.mojang.blaze3d.platform.DepthTestFunction
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import com.mojang.blaze3d.vertex.VertexFormat.DrawMode
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import java.util.function.Function
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import net.minecraft.client.gl.RenderPipelines
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.util.Identifier
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import net.minecraft.util.TriState
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import net.minecraft.util.Util
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import moe.nea.firmament.Firmament
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object CustomRenderPipelines {
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val GUI_TEXTURED_NO_DEPTH_TRIS =
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RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
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.withVertexFormat(VertexFormats.POSITION_TEXTURE_COLOR, DrawMode.TRIANGLES)
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.withLocation(Firmament.identifier("gui_textured_overlay_tris"))
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.withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST)
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.withCull(false)
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.withDepthWrite(false)
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.build()
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val COLORED_OMNIPRESENT_QUADS = RenderPipeline.builder(RenderPipelines.ENTITY_SNIPPET)// TODO: split this up to support better transparent ordering.
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.withLocation(Firmament.identifier("colored_omnipresent_quads"))
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.withDepthTestFunction(DepthTestFunction.NO_DEPTH_TEST)
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.withDepthWrite(false)
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.build()
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}
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object CustomRenderLayers {
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inline fun memoizeTextured(crossinline func: (Identifier) -> RenderLayer) = memoize(func)
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inline fun <T, R> memoize(crossinline func: (T) -> R): Function<T, R> {
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return Util.memoize { it: T -> func(it) }
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}
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val GUI_TEXTURED_NO_DEPTH_TRIS = memoizeTextured { texture ->
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RenderLayer.of("firmament_gui_textured_overlay_tris",
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RenderLayer.DEFAULT_BUFFER_SIZE,
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CustomRenderPipelines.GUI_TEXTURED_NO_DEPTH_TRIS,
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RenderLayer.MultiPhaseParameters.builder().texture(
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RenderPhase.Texture(texture, TriState.DEFAULT, false))
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.build(false))
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}
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val LINES = RenderLayer.of(
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"firmament_lines",
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RenderLayer.DEFAULT_BUFFER_SIZE,
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RenderPipelines.LINES,
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RenderLayer.MultiPhaseParameters.builder()
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.build(false)
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)
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val COLORED_QUADS = RenderLayer.of(
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"firmament_quads",
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RenderLayer.DEFAULT_BUFFER_SIZE,
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CustomRenderPipelines.COLORED_OMNIPRESENT_QUADS,
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RenderLayer.MultiPhaseParameters.builder()
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.build(false)
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)
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}
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@@ -1,52 +1,24 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.pipeline.RenderPipeline
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import com.mojang.blaze3d.platform.DepthTestFunction
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import com.mojang.blaze3d.systems.RenderSystem
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import com.mojang.blaze3d.vertex.VertexFormat.DrawMode
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import me.shedaniel.math.Color
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import org.joml.Matrix4f
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import util.render.CustomRenderLayers
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import net.minecraft.client.gl.RenderPipelines
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import net.minecraft.client.gui.DrawContext
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderLayer.MultiPhaseParameters
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormat.DrawMode
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.util.Identifier
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import net.minecraft.util.TriState
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import net.minecraft.util.Util
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import moe.nea.firmament.Firmament
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import moe.nea.firmament.util.MC
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fun DrawContext.isUntranslatedGuiDrawContext(): Boolean {
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return (matrices.peek().positionMatrix.properties() and Matrix4f.PROPERTY_IDENTITY.toInt()) != 0
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}
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object GuiRenderLayers {
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val GUI_TEXTURED_NO_DEPTH = Util.memoize<Identifier, RenderLayer> { texture: Identifier ->
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RenderLayer.of("firmament_gui_textured_no_depth",
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VertexFormats.POSITION_TEXTURE_COLOR,
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DrawMode.QUADS,
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DEFAULT_BUFFER_SIZE,
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MultiPhaseParameters.builder()
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.texture(RenderPhase.Texture(texture, TriState.FALSE, false))
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.program(RenderPhase.POSITION_TEXTURE_COLOR_PROGRAM)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.build(false))
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}
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val GUI_TEXTURED_TRIS = Util.memoize { texture: Identifier ->
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RenderLayer.of("firmament_gui_textured_overlay_tris",
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VertexFormats.POSITION_TEXTURE_COLOR,
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DrawMode.TRIANGLES,
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DEFAULT_BUFFER_SIZE,
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MultiPhaseParameters.builder()
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.texture(RenderPhase.Texture(texture, TriState.DEFAULT, false))
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.program(RenderPhase.POSITION_TEXTURE_COLOR_PROGRAM)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.writeMaskState(RenderPhase.COLOR_MASK)
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.build(false))
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}
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}
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@Deprecated("Use the other drawGuiTexture")
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fun DrawContext.drawGuiTexture(
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x: Int, y: Int, z: Int, width: Int, height: Int, sprite: Identifier
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@@ -91,7 +63,7 @@ fun DrawContext.drawLine(fromX: Int, fromY: Int, toX: Int, toY: Int, color: Colo
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}
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RenderSystem.lineWidth(MC.window.scaleFactor.toFloat())
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draw { vertexConsumers ->
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val buf = vertexConsumers.getBuffer(RenderInWorldContext.RenderLayers.LINES)
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val buf = vertexConsumers.getBuffer(CustomRenderLayers.LINES)
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buf.vertex(fromX.toFloat(), fromY.toFloat(), 0F).color(color.color)
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.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
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buf.vertex(toX.toFloat(), toY.toFloat(), 0F).color(color.color)
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@@ -1,18 +1,12 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.systems.RenderSystem
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import io.github.notenoughupdates.moulconfig.platform.next
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import org.joml.Matrix4f
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import net.minecraft.client.font.TextRenderer
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import net.minecraft.client.render.BufferRenderer
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import net.minecraft.client.render.GameRenderer
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import net.minecraft.client.render.LightmapTextureManager
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.Tessellator
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import net.minecraft.client.render.VertexConsumer
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.text.Text
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import net.minecraft.util.Identifier
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import net.minecraft.util.math.BlockPos
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@@ -1,9 +1,10 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.vertex.VertexFormat
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import net.minecraft.client.gl.CompiledShader
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import net.minecraft.client.gl.Defines
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import net.minecraft.client.gl.ShaderProgramKey
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import net.minecraft.client.gl.ShaderProgram
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormats
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import moe.nea.firmament.Firmament
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import moe.nea.firmament.annotations.Subscribe
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@@ -11,20 +12,9 @@ import moe.nea.firmament.events.DebugInstantiateEvent
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import moe.nea.firmament.util.MC
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object FirmamentShaders {
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val shaders = mutableListOf<ShaderProgramKey>()
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private fun shader(name: String, format: VertexFormat, defines: Defines): ShaderProgramKey {
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val key = ShaderProgramKey(Firmament.identifier(name), format, defines)
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shaders.add(key)
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return key
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}
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val LINES = RenderPhase.ShaderProgram(shader("core/rendertype_lines", VertexFormats.LINES, Defines.EMPTY))
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@Subscribe
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fun debugLoad(event: DebugInstantiateEvent) {
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shaders.forEach {
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MC.instance.shaderLoader.getOrCreateProgram(it)
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}
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// TODO: do i still need to work with shaders like this?
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}
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}
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@@ -1,18 +1,12 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.systems.RenderSystem
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import io.github.notenoughupdates.moulconfig.platform.next
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import org.joml.Matrix4f
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import org.joml.Vector2f
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import util.render.CustomRenderLayers
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import kotlin.math.atan2
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import kotlin.math.tan
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import net.minecraft.client.gui.DrawContext
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import net.minecraft.client.render.BufferRenderer
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.Tessellator
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import net.minecraft.client.render.VertexFormat.DrawMode
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.util.Identifier
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object RenderCircleProgress {
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@@ -26,9 +20,8 @@ object RenderCircleProgress {
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v1: Float,
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v2: Float,
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) {
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RenderSystem.enableBlend()
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drawContext.draw {
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val bufferBuilder = it.getBuffer(GuiRenderLayers.GUI_TEXTURED_TRIS.apply(texture))
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val bufferBuilder = it.getBuffer(CustomRenderLayers.GUI_TEXTURED_NO_DEPTH_TRIS.apply(texture))
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val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix
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val corners = listOf(
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@@ -86,7 +79,6 @@ object RenderCircleProgress {
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.next()
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}
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}
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RenderSystem.disableBlend()
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}
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@@ -5,15 +5,12 @@ import io.github.notenoughupdates.moulconfig.platform.next
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import java.lang.Math.pow
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import org.joml.Matrix4f
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import org.joml.Vector3f
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import net.minecraft.client.gl.VertexBuffer
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import util.render.CustomRenderLayers
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import net.minecraft.client.render.Camera
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.RenderTickCounter
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import net.minecraft.client.render.Tessellator
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import net.minecraft.client.render.VertexConsumer
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import net.minecraft.client.render.VertexConsumerProvider
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.client.texture.Sprite
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import net.minecraft.client.util.math.MatrixStack
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@@ -27,47 +24,12 @@ import moe.nea.firmament.util.MC
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@RenderContextDSL
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class RenderInWorldContext private constructor(
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private val tesselator: Tessellator,
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val matrixStack: MatrixStack,
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private val camera: Camera,
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private val tickCounter: RenderTickCounter,
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val vertexConsumers: VertexConsumerProvider.Immediate,
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) {
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object RenderLayers {
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val TRANSLUCENT_TRIS = RenderLayer.of("firmament_translucent_tris",
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VertexFormats.POSITION_COLOR,
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VertexFormat.DrawMode.TRIANGLES,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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false, true,
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.program(RenderPhase.POSITION_COLOR_PROGRAM)
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.build(false))
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val LINES = RenderLayer.of("firmament_rendertype_lines",
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VertexFormats.LINES,
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VertexFormat.DrawMode.LINES,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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false, false, // do we need translucent? i dont think so
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.program(FirmamentShaders.LINES)
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.build(false)
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)
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val COLORED_QUADS = RenderLayer.of(
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"firmament_quads",
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VertexFormats.POSITION_COLOR,
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VertexFormat.DrawMode.QUADS,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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false, true,
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.program(RenderPhase.POSITION_COLOR_PROGRAM)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.build(false)
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)
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}
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@Deprecated("stateful color management is no longer a thing")
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fun color(color: me.shedaniel.math.Color) {
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@@ -82,7 +44,7 @@ class RenderInWorldContext private constructor(
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fun block(blockPos: BlockPos, color: Int) {
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matrixStack.push()
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matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
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buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color)
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buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(CustomRenderLayers.COLORED_QUADS), color)
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matrixStack.pop()
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}
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@@ -155,7 +117,7 @@ class RenderInWorldContext private constructor(
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matrixStack.translate(vec3d.x, vec3d.y, vec3d.z)
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matrixStack.scale(size, size, size)
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matrixStack.translate(-.5, -.5, -.5)
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buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color)
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buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(CustomRenderLayers.COLORED_QUADS), color)
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matrixStack.pop()
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vertexConsumers.draw()
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}
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@@ -182,8 +144,7 @@ class RenderInWorldContext private constructor(
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fun line(points: List<Vec3d>, lineWidth: Float = 10F) {
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RenderSystem.lineWidth(lineWidth)
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// TODO: replace with renderlayers
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val buffer = tesselator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
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val buffer = vertexConsumers.getBuffer(CustomRenderLayers.LINES)
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val matrix = matrixStack.peek()
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var lastNormal: Vector3f? = null
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@@ -203,7 +164,6 @@ class RenderInWorldContext private constructor(
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.next()
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}
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RenderLayers.LINES.draw(buffer.end())
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}
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// TODO: put the favourite icons in front of items again
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@@ -281,16 +241,15 @@ class RenderInWorldContext private constructor(
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fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) {
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// TODO: there should be *no more global state*. the only thing we should be doing is render layers. that includes settings like culling, blending, shader color, and depth testing
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// For now i will let these functions remain, but this needs to go before i do a full (non-beta) release
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RenderSystem.disableDepthTest()
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RenderSystem.enableBlend()
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RenderSystem.defaultBlendFunc()
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RenderSystem.disableCull()
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// RenderSystem.disableDepthTest()
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// RenderSystem.enableBlend()
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// RenderSystem.defaultBlendFunc()
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// RenderSystem.disableCull()
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event.matrices.push()
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event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z)
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val ctx = RenderInWorldContext(
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RenderSystem.renderThreadTesselator(),
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event.matrices,
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event.camera,
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event.tickCounter,
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@@ -302,10 +261,6 @@ class RenderInWorldContext private constructor(
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event.matrices.pop()
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event.vertexConsumers.draw()
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RenderSystem.setShaderColor(1F, 1F, 1F, 1F)
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VertexBuffer.unbind()
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RenderSystem.enableDepthTest()
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RenderSystem.enableCull()
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RenderSystem.disableBlend()
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}
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}
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}
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@@ -1,7 +1,5 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.platform.GlConst
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import com.mojang.blaze3d.systems.RenderSystem
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import me.shedaniel.math.Color
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import net.minecraft.client.render.OverlayTexture
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import net.minecraft.util.math.ColorHelper
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@@ -29,16 +27,9 @@ class TintedOverlayTexture : OverlayTexture() {
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}
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}
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RenderSystem.activeTexture(GlConst.GL_TEXTURE1)
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texture.bindTexture()
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texture.setFilter(false, false)
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texture.setClamp(true)
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image.upload(0,
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0, 0,
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0, 0,
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image.width, image.height,
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false)
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RenderSystem.activeTexture(GlConst.GL_TEXTURE0)
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texture.upload()
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return this
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}
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}
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Reference in New Issue
Block a user