use of me.jellysquid.mods.sodium.client.render.pipeline.ExtendedChunkData in project sodium-fabric by CaffeineMC.
the class MixinRebuildTask method render.
/**
* @author JellySquid
*/
@Overwrite
private Set<BlockEntity> render(float cameraX, float cameraY, float cameraZ, ChunkBuilder.ChunkData data, BlockBufferBuilderStorage buffers) {
ExtendedChunkData edata = (ExtendedChunkData) data;
BlockPos from = this.parent.getOrigin().toImmutable();
BlockPos to = from.add(15, 15, 15);
ChunkOcclusionDataBuilder occlusion = new ChunkOcclusionDataBuilder();
Set<BlockEntity> set = Sets.newHashSet();
ChunkRendererRegion world = this.region;
Vector3f translation = new Vector3f();
if (world != null) {
BlockRenderManager blockRenderManager = MinecraftClient.getInstance().getBlockRenderManager();
int minX = from.getX();
int minY = from.getY();
int minZ = from.getZ();
int maxX = to.getX();
int maxY = to.getY();
int maxZ = to.getZ();
BlockPos.Mutable pos = new BlockPos.Mutable();
for (int z = minZ; z <= maxZ; z++) {
for (int y = minY; y <= maxY; y++) {
for (int x = minX; x <= maxX; x++) {
pos.set(x, y, z);
BlockState blockState = world.getBlockState(pos);
FluidState fluidState = blockState.getFluidState();
Block block = blockState.getBlock();
if (blockState.isFullOpaque(world, pos)) {
occlusion.markClosed(pos);
}
if (block.hasBlockEntity()) {
BlockEntity entity = world.getBlockEntity(pos, WorldChunk.CreationType.CHECK);
if (entity != null) {
this.addBlockEntity(data, set, entity);
}
}
if (!fluidState.isEmpty()) {
RenderLayer layer = RenderLayers.getFluidLayer(fluidState);
BufferBuilder builder = buffers.get(layer);
if (!builder.isBuilding()) {
builder.begin(GL11.GL_QUADS, VertexFormats.POSITION_COLOR_TEXTURE_LIGHT_NORMAL);
edata.getInitializedLayers().add(layer);
}
blockRenderManager.renderFluid(pos, world, builder, fluidState);
}
if (blockState.getRenderType() != BlockRenderType.INVISIBLE) {
RenderLayer layer = RenderLayers.getBlockLayer(blockState);
BufferBuilder builder = buffers.get(layer);
if (!builder.isBuilding()) {
builder.begin(GL11.GL_QUADS, VertexFormats.POSITION_COLOR_TEXTURE_LIGHT_NORMAL);
edata.getInitializedLayers().add(layer);
}
translation.set(pos.getX() & 15, pos.getY() & 15, pos.getZ() & 15);
this.pipeline.renderBlock(blockState, pos, world, translation, builder, true);
}
}
}
}
for (RenderLayer layer : edata.getInitializedLayers()) {
BufferBuilder builder = buffers.get(layer);
if (layer == RenderLayer.getTranslucent()) {
builder.sortQuads(cameraX - (float) from.getX(), cameraY - (float) from.getY(), cameraZ - (float) from.getZ());
edata.setTranslucentBufferState(builder.popState());
}
builder.end();
if (((ChunkMeshBuilder) builder).isEmpty()) {
continue;
}
edata.getNonEmptyLayers().add(layer);
}
if (edata.getNonEmptyLayers().size() > 0) {
edata.markNonEmpty();
}
}
edata.setOcclusionData(occlusion.build());
this.region = null;
this.pipeline = null;
return set;
}
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