minecraft-src/net/minecraft/client/renderer/RenderStateShard.java
2025-07-04 01:41:11 +03:00

663 lines
29 KiB
Java

package net.minecraft.client.renderer;
import com.google.common.collect.ImmutableList;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import java.util.Objects;
import java.util.Optional;
import java.util.OptionalDouble;
import java.util.function.Supplier;
import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.minecraft.Util;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.texture.TextureAtlas;
import net.minecraft.client.renderer.texture.TextureManager;
import net.minecraft.resources.ResourceLocation;
import org.apache.commons.lang3.tuple.Triple;
import org.joml.Matrix4f;
import org.joml.Matrix4fStack;
@Environment(EnvType.CLIENT)
public abstract class RenderStateShard {
private static final float VIEW_SCALE_Z_EPSILON = 0.99975586F;
public static final double MAX_ENCHANTMENT_GLINT_SPEED_MILLIS = 8.0;
protected final String name;
private final Runnable setupState;
private final Runnable clearState;
protected static final RenderStateShard.TransparencyStateShard NO_TRANSPARENCY = new RenderStateShard.TransparencyStateShard(
"no_transparency", () -> RenderSystem.disableBlend(), () -> {}
);
protected static final RenderStateShard.TransparencyStateShard ADDITIVE_TRANSPARENCY = new RenderStateShard.TransparencyStateShard(
"additive_transparency", () -> {
RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
}, () -> {
RenderSystem.disableBlend();
RenderSystem.defaultBlendFunc();
}
);
protected static final RenderStateShard.TransparencyStateShard LIGHTNING_TRANSPARENCY = new RenderStateShard.TransparencyStateShard(
"lightning_transparency", () -> {
RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
}, () -> {
RenderSystem.disableBlend();
RenderSystem.defaultBlendFunc();
}
);
protected static final RenderStateShard.TransparencyStateShard GLINT_TRANSPARENCY = new RenderStateShard.TransparencyStateShard(
"glint_transparency",
() -> {
RenderSystem.enableBlend();
RenderSystem.blendFuncSeparate(
GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE, GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE
);
},
() -> {
RenderSystem.disableBlend();
RenderSystem.defaultBlendFunc();
}
);
protected static final RenderStateShard.TransparencyStateShard CRUMBLING_TRANSPARENCY = new RenderStateShard.TransparencyStateShard(
"crumbling_transparency",
() -> {
RenderSystem.enableBlend();
RenderSystem.blendFuncSeparate(
GlStateManager.SourceFactor.DST_COLOR, GlStateManager.DestFactor.SRC_COLOR, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO
);
},
() -> {
RenderSystem.disableBlend();
RenderSystem.defaultBlendFunc();
}
);
protected static final RenderStateShard.TransparencyStateShard TRANSLUCENT_TRANSPARENCY = new RenderStateShard.TransparencyStateShard(
"translucent_transparency",
() -> {
RenderSystem.enableBlend();
RenderSystem.blendFuncSeparate(
GlStateManager.SourceFactor.SRC_ALPHA,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA,
GlStateManager.SourceFactor.ONE,
GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA
);
},
() -> {
RenderSystem.disableBlend();
RenderSystem.defaultBlendFunc();
}
);
protected static final RenderStateShard.ShaderStateShard NO_SHADER = new RenderStateShard.ShaderStateShard();
protected static final RenderStateShard.ShaderStateShard POSITION_COLOR_LIGHTMAP_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getPositionColorLightmapShader
);
protected static final RenderStateShard.ShaderStateShard POSITION_SHADER = new RenderStateShard.ShaderStateShard(GameRenderer::getPositionShader);
protected static final RenderStateShard.ShaderStateShard POSITION_TEX_SHADER = new RenderStateShard.ShaderStateShard(GameRenderer::getPositionTexShader);
protected static final RenderStateShard.ShaderStateShard POSITION_COLOR_TEX_LIGHTMAP_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getPositionColorTexLightmapShader
);
protected static final RenderStateShard.ShaderStateShard POSITION_COLOR_SHADER = new RenderStateShard.ShaderStateShard(GameRenderer::getPositionColorShader);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_SOLID_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeSolidShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_CUTOUT_MIPPED_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeCutoutMippedShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_CUTOUT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeCutoutShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TRANSLUCENT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTranslucentShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TRANSLUCENT_MOVING_BLOCK_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTranslucentMovingBlockShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ARMOR_CUTOUT_NO_CULL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeArmorCutoutNoCullShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_SOLID_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntitySolidShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_CUTOUT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityCutoutShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_CUTOUT_NO_CULL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityCutoutNoCullShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_CUTOUT_NO_CULL_Z_OFFSET_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityCutoutNoCullZOffsetShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ITEM_ENTITY_TRANSLUCENT_CULL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeItemEntityTranslucentCullShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_TRANSLUCENT_CULL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityTranslucentCullShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_TRANSLUCENT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityTranslucentShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_TRANSLUCENT_EMISSIVE_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityTranslucentEmissiveShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_SMOOTH_CUTOUT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntitySmoothCutoutShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_BEACON_BEAM_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeBeaconBeamShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_DECAL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityDecalShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_NO_OUTLINE_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityNoOutlineShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_SHADOW_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityShadowShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_ALPHA_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityAlphaShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_EYES_SHADER = new RenderStateShard.ShaderStateShard(GameRenderer::getRendertypeEyesShader);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENERGY_SWIRL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEnergySwirlShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_LEASH_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeLeashShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_WATER_MASK_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeWaterMaskShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_OUTLINE_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeOutlineShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ARMOR_ENTITY_GLINT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeArmorEntityGlintShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_GLINT_TRANSLUCENT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeGlintTranslucentShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_GLINT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeGlintShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_GLINT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityGlintShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_ENTITY_GLINT_DIRECT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEntityGlintDirectShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_CRUMBLING_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeCrumblingShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TEXT_SHADER = new RenderStateShard.ShaderStateShard(GameRenderer::getRendertypeTextShader);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TEXT_BACKGROUND_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTextBackgroundShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TEXT_INTENSITY_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTextIntensityShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TEXT_SEE_THROUGH_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTextSeeThroughShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TEXT_BACKGROUND_SEE_THROUGH_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTextBackgroundSeeThroughShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TEXT_INTENSITY_SEE_THROUGH_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTextIntensitySeeThroughShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_LIGHTNING_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeLightningShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_TRIPWIRE_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeTripwireShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_END_PORTAL_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEndPortalShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_END_GATEWAY_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeEndGatewayShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_CLOUDS_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeCloudsShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_LINES_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeLinesShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_GUI_SHADER = new RenderStateShard.ShaderStateShard(GameRenderer::getRendertypeGuiShader);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_GUI_OVERLAY_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeGuiOverlayShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_GUI_TEXT_HIGHLIGHT_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeGuiTextHighlightShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_GUI_GHOST_RECIPE_OVERLAY_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeGuiGhostRecipeOverlayShader
);
protected static final RenderStateShard.ShaderStateShard RENDERTYPE_BREEZE_WIND_SHADER = new RenderStateShard.ShaderStateShard(
GameRenderer::getRendertypeBreezeWindShader
);
protected static final RenderStateShard.TextureStateShard BLOCK_SHEET_MIPPED = new RenderStateShard.TextureStateShard(
TextureAtlas.LOCATION_BLOCKS, false, true
);
protected static final RenderStateShard.TextureStateShard BLOCK_SHEET = new RenderStateShard.TextureStateShard(TextureAtlas.LOCATION_BLOCKS, false, false);
protected static final RenderStateShard.EmptyTextureStateShard NO_TEXTURE = new RenderStateShard.EmptyTextureStateShard();
protected static final RenderStateShard.TexturingStateShard DEFAULT_TEXTURING = new RenderStateShard.TexturingStateShard(
"default_texturing", () -> {}, () -> {}
);
protected static final RenderStateShard.TexturingStateShard GLINT_TEXTURING = new RenderStateShard.TexturingStateShard(
"glint_texturing", () -> setupGlintTexturing(8.0F), () -> RenderSystem.resetTextureMatrix()
);
protected static final RenderStateShard.TexturingStateShard ENTITY_GLINT_TEXTURING = new RenderStateShard.TexturingStateShard(
"entity_glint_texturing", () -> setupGlintTexturing(0.16F), () -> RenderSystem.resetTextureMatrix()
);
protected static final RenderStateShard.LightmapStateShard LIGHTMAP = new RenderStateShard.LightmapStateShard(true);
protected static final RenderStateShard.LightmapStateShard NO_LIGHTMAP = new RenderStateShard.LightmapStateShard(false);
protected static final RenderStateShard.OverlayStateShard OVERLAY = new RenderStateShard.OverlayStateShard(true);
protected static final RenderStateShard.OverlayStateShard NO_OVERLAY = new RenderStateShard.OverlayStateShard(false);
protected static final RenderStateShard.CullStateShard CULL = new RenderStateShard.CullStateShard(true);
protected static final RenderStateShard.CullStateShard NO_CULL = new RenderStateShard.CullStateShard(false);
protected static final RenderStateShard.DepthTestStateShard NO_DEPTH_TEST = new RenderStateShard.DepthTestStateShard("always", 519);
protected static final RenderStateShard.DepthTestStateShard EQUAL_DEPTH_TEST = new RenderStateShard.DepthTestStateShard("==", 514);
protected static final RenderStateShard.DepthTestStateShard LEQUAL_DEPTH_TEST = new RenderStateShard.DepthTestStateShard("<=", 515);
protected static final RenderStateShard.DepthTestStateShard GREATER_DEPTH_TEST = new RenderStateShard.DepthTestStateShard(">", 516);
protected static final RenderStateShard.WriteMaskStateShard COLOR_DEPTH_WRITE = new RenderStateShard.WriteMaskStateShard(true, true);
protected static final RenderStateShard.WriteMaskStateShard COLOR_WRITE = new RenderStateShard.WriteMaskStateShard(true, false);
protected static final RenderStateShard.WriteMaskStateShard DEPTH_WRITE = new RenderStateShard.WriteMaskStateShard(false, true);
protected static final RenderStateShard.LayeringStateShard NO_LAYERING = new RenderStateShard.LayeringStateShard("no_layering", () -> {}, () -> {});
protected static final RenderStateShard.LayeringStateShard POLYGON_OFFSET_LAYERING = new RenderStateShard.LayeringStateShard(
"polygon_offset_layering", () -> {
RenderSystem.polygonOffset(-1.0F, -10.0F);
RenderSystem.enablePolygonOffset();
}, () -> {
RenderSystem.polygonOffset(0.0F, 0.0F);
RenderSystem.disablePolygonOffset();
}
);
protected static final RenderStateShard.LayeringStateShard VIEW_OFFSET_Z_LAYERING = new RenderStateShard.LayeringStateShard("view_offset_z_layering", () -> {
Matrix4fStack matrix4fStack = RenderSystem.getModelViewStack();
matrix4fStack.pushMatrix();
matrix4fStack.scale(0.99975586F, 0.99975586F, 0.99975586F);
RenderSystem.applyModelViewMatrix();
}, () -> {
Matrix4fStack matrix4fStack = RenderSystem.getModelViewStack();
matrix4fStack.popMatrix();
RenderSystem.applyModelViewMatrix();
});
protected static final RenderStateShard.OutputStateShard MAIN_TARGET = new RenderStateShard.OutputStateShard("main_target", () -> {}, () -> {});
protected static final RenderStateShard.OutputStateShard OUTLINE_TARGET = new RenderStateShard.OutputStateShard(
"outline_target",
() -> Minecraft.getInstance().levelRenderer.entityTarget().bindWrite(false),
() -> Minecraft.getInstance().getMainRenderTarget().bindWrite(false)
);
protected static final RenderStateShard.OutputStateShard TRANSLUCENT_TARGET = new RenderStateShard.OutputStateShard("translucent_target", () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().levelRenderer.getTranslucentTarget().bindWrite(false);
}
}, () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().getMainRenderTarget().bindWrite(false);
}
});
protected static final RenderStateShard.OutputStateShard PARTICLES_TARGET = new RenderStateShard.OutputStateShard("particles_target", () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().levelRenderer.getParticlesTarget().bindWrite(false);
}
}, () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().getMainRenderTarget().bindWrite(false);
}
});
protected static final RenderStateShard.OutputStateShard WEATHER_TARGET = new RenderStateShard.OutputStateShard("weather_target", () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().levelRenderer.getWeatherTarget().bindWrite(false);
}
}, () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().getMainRenderTarget().bindWrite(false);
}
});
protected static final RenderStateShard.OutputStateShard CLOUDS_TARGET = new RenderStateShard.OutputStateShard("clouds_target", () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().levelRenderer.getCloudsTarget().bindWrite(false);
}
}, () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().getMainRenderTarget().bindWrite(false);
}
});
protected static final RenderStateShard.OutputStateShard ITEM_ENTITY_TARGET = new RenderStateShard.OutputStateShard("item_entity_target", () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().levelRenderer.getItemEntityTarget().bindWrite(false);
}
}, () -> {
if (Minecraft.useShaderTransparency()) {
Minecraft.getInstance().getMainRenderTarget().bindWrite(false);
}
});
protected static final RenderStateShard.LineStateShard DEFAULT_LINE = new RenderStateShard.LineStateShard(OptionalDouble.of(1.0));
protected static final RenderStateShard.ColorLogicStateShard NO_COLOR_LOGIC = new RenderStateShard.ColorLogicStateShard(
"no_color_logic", () -> RenderSystem.disableColorLogicOp(), () -> {}
);
protected static final RenderStateShard.ColorLogicStateShard OR_REVERSE_COLOR_LOGIC = new RenderStateShard.ColorLogicStateShard("or_reverse", () -> {
RenderSystem.enableColorLogicOp();
RenderSystem.logicOp(GlStateManager.LogicOp.OR_REVERSE);
}, () -> RenderSystem.disableColorLogicOp());
public RenderStateShard(String name, Runnable setupState, Runnable clearState) {
this.name = name;
this.setupState = setupState;
this.clearState = clearState;
}
public void setupRenderState() {
this.setupState.run();
}
public void clearRenderState() {
this.clearState.run();
}
public String toString() {
return this.name;
}
private static void setupGlintTexturing(float scale) {
long l = (long)(Util.getMillis() * Minecraft.getInstance().options.glintSpeed().get() * 8.0);
float f = (float)(l % 110000L) / 110000.0F;
float g = (float)(l % 30000L) / 30000.0F;
Matrix4f matrix4f = new Matrix4f().translation(-f, g, 0.0F);
matrix4f.rotateZ((float) (Math.PI / 18)).scale(scale);
RenderSystem.setTextureMatrix(matrix4f);
}
@Environment(EnvType.CLIENT)
static class BooleanStateShard extends RenderStateShard {
private final boolean enabled;
public BooleanStateShard(String name, Runnable setupState, Runnable clearState, boolean enabled) {
super(name, setupState, clearState);
this.enabled = enabled;
}
@Override
public String toString() {
return this.name + "[" + this.enabled + "]";
}
}
@Environment(EnvType.CLIENT)
protected static class ColorLogicStateShard extends RenderStateShard {
public ColorLogicStateShard(String string, Runnable runnable, Runnable runnable2) {
super(string, runnable, runnable2);
}
}
@Environment(EnvType.CLIENT)
protected static class CullStateShard extends RenderStateShard.BooleanStateShard {
public CullStateShard(boolean useCull) {
super("cull", () -> {
if (!useCull) {
RenderSystem.disableCull();
}
}, () -> {
if (!useCull) {
RenderSystem.enableCull();
}
}, useCull);
}
}
@Environment(EnvType.CLIENT)
protected static class DepthTestStateShard extends RenderStateShard {
private final String functionName;
public DepthTestStateShard(String functionName, int depthFunc) {
super("depth_test", () -> {
if (depthFunc != 519) {
RenderSystem.enableDepthTest();
RenderSystem.depthFunc(depthFunc);
}
}, () -> {
if (depthFunc != 519) {
RenderSystem.disableDepthTest();
RenderSystem.depthFunc(515);
}
});
this.functionName = functionName;
}
@Override
public String toString() {
return this.name + "[" + this.functionName + "]";
}
}
@Environment(EnvType.CLIENT)
protected static class EmptyTextureStateShard extends RenderStateShard {
public EmptyTextureStateShard(Runnable setupState, Runnable clearState) {
super("texture", setupState, clearState);
}
EmptyTextureStateShard() {
super("texture", () -> {}, () -> {});
}
protected Optional<ResourceLocation> cutoutTexture() {
return Optional.empty();
}
}
@Environment(EnvType.CLIENT)
protected static class LayeringStateShard extends RenderStateShard {
public LayeringStateShard(String string, Runnable runnable, Runnable runnable2) {
super(string, runnable, runnable2);
}
}
@Environment(EnvType.CLIENT)
protected static class LightmapStateShard extends RenderStateShard.BooleanStateShard {
public LightmapStateShard(boolean useLightmap) {
super("lightmap", () -> {
if (useLightmap) {
Minecraft.getInstance().gameRenderer.lightTexture().turnOnLightLayer();
}
}, () -> {
if (useLightmap) {
Minecraft.getInstance().gameRenderer.lightTexture().turnOffLightLayer();
}
}, useLightmap);
}
}
@Environment(EnvType.CLIENT)
protected static class LineStateShard extends RenderStateShard {
private final OptionalDouble width;
public LineStateShard(OptionalDouble width) {
super("line_width", () -> {
if (!Objects.equals(width, OptionalDouble.of(1.0))) {
if (width.isPresent()) {
RenderSystem.lineWidth((float)width.getAsDouble());
} else {
RenderSystem.lineWidth(Math.max(2.5F, Minecraft.getInstance().getWindow().getWidth() / 1920.0F * 2.5F));
}
}
}, () -> {
if (!Objects.equals(width, OptionalDouble.of(1.0))) {
RenderSystem.lineWidth(1.0F);
}
});
this.width = width;
}
@Override
public String toString() {
return this.name + "[" + (this.width.isPresent() ? this.width.getAsDouble() : "window_scale") + "]";
}
}
@Environment(EnvType.CLIENT)
protected static class MultiTextureStateShard extends RenderStateShard.EmptyTextureStateShard {
private final Optional<ResourceLocation> cutoutTexture;
MultiTextureStateShard(ImmutableList<Triple<ResourceLocation, Boolean, Boolean>> textures) {
super(() -> {
int i = 0;
for (Triple<ResourceLocation, Boolean, Boolean> triple : textures) {
TextureManager textureManager = Minecraft.getInstance().getTextureManager();
textureManager.getTexture(triple.getLeft()).setFilter(triple.getMiddle(), triple.getRight());
RenderSystem.setShaderTexture(i++, triple.getLeft());
}
}, () -> {});
this.cutoutTexture = textures.stream().findFirst().map(Triple::getLeft);
}
@Override
protected Optional<ResourceLocation> cutoutTexture() {
return this.cutoutTexture;
}
public static RenderStateShard.MultiTextureStateShard.Builder builder() {
return new RenderStateShard.MultiTextureStateShard.Builder();
}
@Environment(EnvType.CLIENT)
public static final class Builder {
private final ImmutableList.Builder<Triple<ResourceLocation, Boolean, Boolean>> builder = new ImmutableList.Builder<>();
public RenderStateShard.MultiTextureStateShard.Builder add(ResourceLocation texture, boolean blur, boolean mipmap) {
this.builder.add(Triple.of(texture, blur, mipmap));
return this;
}
public RenderStateShard.MultiTextureStateShard build() {
return new RenderStateShard.MultiTextureStateShard(this.builder.build());
}
}
}
@Environment(EnvType.CLIENT)
protected static final class OffsetTexturingStateShard extends RenderStateShard.TexturingStateShard {
public OffsetTexturingStateShard(float u, float v) {
super("offset_texturing", () -> RenderSystem.setTextureMatrix(new Matrix4f().translation(u, v, 0.0F)), () -> RenderSystem.resetTextureMatrix());
}
}
@Environment(EnvType.CLIENT)
protected static class OutputStateShard extends RenderStateShard {
public OutputStateShard(String string, Runnable runnable, Runnable runnable2) {
super(string, runnable, runnable2);
}
}
@Environment(EnvType.CLIENT)
protected static class OverlayStateShard extends RenderStateShard.BooleanStateShard {
public OverlayStateShard(boolean useOverlay) {
super("overlay", () -> {
if (useOverlay) {
Minecraft.getInstance().gameRenderer.overlayTexture().setupOverlayColor();
}
}, () -> {
if (useOverlay) {
Minecraft.getInstance().gameRenderer.overlayTexture().teardownOverlayColor();
}
}, useOverlay);
}
}
@Environment(EnvType.CLIENT)
protected static class ShaderStateShard extends RenderStateShard {
private final Optional<Supplier<ShaderInstance>> shader;
public ShaderStateShard(Supplier<ShaderInstance> shader) {
super("shader", () -> RenderSystem.setShader(shader), () -> {});
this.shader = Optional.of(shader);
}
public ShaderStateShard() {
super("shader", () -> RenderSystem.setShader(() -> null), () -> {});
this.shader = Optional.empty();
}
@Override
public String toString() {
return this.name + "[" + this.shader + "]";
}
}
@Environment(EnvType.CLIENT)
protected static class TextureStateShard extends RenderStateShard.EmptyTextureStateShard {
private final Optional<ResourceLocation> texture;
private final boolean blur;
private final boolean mipmap;
public TextureStateShard(ResourceLocation texture, boolean blur, boolean mipmap) {
super(() -> {
TextureManager textureManager = Minecraft.getInstance().getTextureManager();
textureManager.getTexture(texture).setFilter(blur, mipmap);
RenderSystem.setShaderTexture(0, texture);
}, () -> {});
this.texture = Optional.of(texture);
this.blur = blur;
this.mipmap = mipmap;
}
@Override
public String toString() {
return this.name + "[" + this.texture + "(blur=" + this.blur + ", mipmap=" + this.mipmap + ")]";
}
@Override
protected Optional<ResourceLocation> cutoutTexture() {
return this.texture;
}
}
@Environment(EnvType.CLIENT)
protected static class TexturingStateShard extends RenderStateShard {
public TexturingStateShard(String string, Runnable runnable, Runnable runnable2) {
super(string, runnable, runnable2);
}
}
@Environment(EnvType.CLIENT)
protected static class TransparencyStateShard extends RenderStateShard {
public TransparencyStateShard(String string, Runnable runnable, Runnable runnable2) {
super(string, runnable, runnable2);
}
}
@Environment(EnvType.CLIENT)
protected static class WriteMaskStateShard extends RenderStateShard {
private final boolean writeColor;
private final boolean writeDepth;
public WriteMaskStateShard(boolean writeColor, boolean writeDepth) {
super("write_mask_state", () -> {
if (!writeDepth) {
RenderSystem.depthMask(writeDepth);
}
if (!writeColor) {
RenderSystem.colorMask(writeColor, writeColor, writeColor, writeColor);
}
}, () -> {
if (!writeDepth) {
RenderSystem.depthMask(true);
}
if (!writeColor) {
RenderSystem.colorMask(true, true, true, true);
}
});
this.writeColor = writeColor;
this.writeDepth = writeDepth;
}
@Override
public String toString() {
return this.name + "[writeColor=" + this.writeColor + ", writeDepth=" + this.writeDepth + "]";
}
}
}