correct lighting for liquid in tank (no glow)
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@ -1,6 +1,5 @@
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package ru.dbotthepony.mc.otm.client.render.blockentity
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package ru.dbotthepony.mc.otm.client.render.blockentity
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import com.mojang.blaze3d.systems.RenderSystem
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import com.mojang.blaze3d.vertex.*
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import com.mojang.blaze3d.vertex.*
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import com.mojang.math.Axis
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import com.mojang.math.Axis
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import net.minecraft.client.renderer.*
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import net.minecraft.client.renderer.*
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@ -10,7 +9,6 @@ import net.minecraft.world.inventory.InventoryMenu
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import net.minecraftforge.client.extensions.common.IClientFluidTypeExtensions
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import net.minecraftforge.client.extensions.common.IClientFluidTypeExtensions
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import ru.dbotthepony.mc.otm.block.entity.decorative.FluidTankBlockEntity
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import ru.dbotthepony.mc.otm.block.entity.decorative.FluidTankBlockEntity
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import ru.dbotthepony.mc.otm.client.minecraft
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import ru.dbotthepony.mc.otm.client.minecraft
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import ru.dbotthepony.mc.otm.client.render.*
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import ru.dbotthepony.mc.otm.core.math.RGBAColor
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import ru.dbotthepony.mc.otm.core.math.RGBAColor
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import ru.dbotthepony.mc.otm.core.math.linearInterpolation
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import ru.dbotthepony.mc.otm.core.math.linearInterpolation
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@ -49,8 +47,9 @@ class FluidTankRenderer(private val context: BlockEntityRendererProvider.Context
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val interp = linearInterpolation(fluidLevel, sprite.v1, sprite.v0)
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val interp = linearInterpolation(fluidLevel, sprite.v1, sprite.v0)
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val v1 = linearInterpolation(fluidBottom, sprite.v1, sprite.v0)
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val v1 = linearInterpolation(fluidBottom, sprite.v1, sprite.v0)
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val builder = tesselator.builder
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// val lightLevel = fluid.fluid.fluidType.getLightLevel(fluid) // 0-15
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builder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.BLOCK)
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val builder = bufferSource.getBuffer(Sheets.translucentCullBlockSheet())
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poseStack.pushPose()
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poseStack.pushPose()
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poseStack.translate(0f, fluidBottom + (if (gas) 1f - fluidLevel else 0f) * fluidHeight, 0f)
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poseStack.translate(0f, fluidBottom + (if (gas) 1f - fluidLevel else 0f) * fluidHeight, 0f)
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@ -89,14 +88,5 @@ class FluidTankRenderer(private val context: BlockEntityRendererProvider.Context
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}
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}
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poseStack.popPose()
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poseStack.popPose()
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RenderSystem.setShader(GameRenderer::getPositionColorTexLightmapShader)
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RenderSystem.setShaderTexture(0, InventoryMenu.BLOCK_ATLAS)
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RenderSystem.enableCull()
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RenderSystem.enableBlend()
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RenderSystem.enableDepthTest()
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BufferUploader.drawWithShader(builder.end())
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}
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}
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}
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}
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