Added missing resources.

Modified mods.toml.
Fixed crash and double rendering of modifiers.
This commit is contained in:
Christian Knaapen
2023-01-15 23:16:22 +01:00
parent 064973b07b
commit c2d413fad0
14 changed files with 114 additions and 15 deletions

View File

@@ -63,7 +63,7 @@ public class EffortlessBuilding {
modEventBus.addListener(EffortlessBuilding::setup);
DistExecutor.safeRunWhenOn(Dist.CLIENT, () -> () -> EffortlessBuildingClient.onConstructorClient(modEventBus, forgeEventBus));
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () -> EffortlessBuildingClient.onConstructorClient(modEventBus, forgeEventBus));
ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
CONTAINERS.register(FMLJavaModLoadingContext.get().getModEventBus());

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@@ -1,6 +1,5 @@
package nl.requios.effortlessbuilding.render;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.BufferBuilder;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.Tesselator;
@@ -20,20 +19,14 @@ import net.minecraft.world.phys.AABB;
import net.minecraft.world.phys.Vec3;
import net.minecraft.world.phys.shapes.VoxelShape;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.RenderLevelLastEvent;
import net.minecraftforge.client.event.RenderLevelStageEvent;
import net.minecraftforge.client.model.data.ModelData;
import net.minecraftforge.eventbus.api.EventPriority;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import nl.requios.effortlessbuilding.EffortlessBuilding;
import nl.requios.effortlessbuilding.EffortlessBuildingClient;
import nl.requios.effortlessbuilding.buildmode.ModeSettingsManager;
import nl.requios.effortlessbuilding.buildmodifier.ModifierSettingsManager;
import nl.requios.effortlessbuilding.create.CreateClient;
import nl.requios.effortlessbuilding.create.foundation.render.SuperRenderTypeBuffer;
import nl.requios.effortlessbuilding.create.foundation.utility.AnimationTickHolder;
import static net.minecraftforge.client.event.RenderLevelStageEvent.Stage.AFTER_PARTICLES;
/***
* Main render class for Effortless Building
@@ -42,7 +35,7 @@ import static net.minecraftforge.client.event.RenderLevelStageEvent.Stage.AFTER_
public class RenderHandler {
@SubscribeEvent
public static void onRender(RenderLevelStageEvent event) {
public static void onRender(RenderLevelLastEvent event) {
Vec3 cameraPos = Minecraft.getInstance().gameRenderer.getMainCamera().getPosition();
// float pt = AnimationTickHolder.getPartialTicks();

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@@ -20,13 +20,20 @@ Makes building easier by providing tools like mirrors, arrays, build modes and a
[[dependencies.effortlessbuilding]]
modId="forge"
mandatory=true
versionRange="[41,)"
versionRange="[43.0.0,)"
ordering="NONE"
side="BOTH"
[[dependencies.effortlessbuilding]]
modId="minecraft"
mandatory=true
versionRange="[1.18.1,1.20)"
versionRange="[1.19.1,1.20)"
ordering="NONE"
side="BOTH"
side="BOTH"
[[dependencies.effortlessbuilding]]
modId="flywheel"
mandatory=true
versionRange="[0.6.8,0.6.9)"
ordering="AFTER"
side="CLIENT"

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@@ -0,0 +1,24 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
color *= lightMapColor;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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@@ -0,0 +1,31 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "effortlessbuilding:glowing_shader",
"fragment": "effortlessbuilding:glowing_shader",
"attributes": [
"Position",
"Color",
"UV0",
"UV1",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [ 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
{ "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] }
]
}

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@@ -0,0 +1,36 @@
#version 150
#moj_import <fog.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in vec2 UV1;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler1;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat3 IViewRotMat;
uniform int FogShape;
out float vertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec2 texCoord0;
out vec2 texCoord1;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
vertexColor = Color;
lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
texCoord0 = UV0;
texCoord1 = UV1;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

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