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https://github.com/Jozufozu/Flywheel.git
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Missed renames
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6d86437514
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@ -41,42 +41,42 @@ public final class Materials {
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.vertexShader(Files.SHADED_VERTEX)
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.fragmentShader(Files.DEFAULT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.batchingRenderType(RenderType.solid())
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.fallbackRenderType(RenderType.solid())
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.vertexTransformer(SHADING_TRANSFORMER)
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.register();
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public static final Material CHUNK_SOLID_UNSHADED = SimpleMaterial.builder()
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.vertexShader(Files.DEFAULT_VERTEX)
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.fragmentShader(Files.DEFAULT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.batchingRenderType(RenderType.solid())
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.fallbackRenderType(RenderType.solid())
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.register();
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public static final Material CHUNK_CUTOUT_MIPPED_SHADED = SimpleMaterial.builder()
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.vertexShader(Files.SHADED_VERTEX)
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.batchingRenderType(RenderType.cutoutMipped())
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.fallbackRenderType(RenderType.cutoutMipped())
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.vertexTransformer(SHADING_TRANSFORMER)
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.register();
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public static final Material CHUNK_CUTOUT_MIPPED_UNSHADED = SimpleMaterial.builder()
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.vertexShader(Files.DEFAULT_VERTEX)
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.batchingRenderType(RenderType.cutoutMipped())
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.fallbackRenderType(RenderType.cutoutMipped())
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.register();
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public static final Material CHUNK_CUTOUT_SHADED = SimpleMaterial.builder()
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.vertexShader(Files.SHADED_VERTEX)
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, false))
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.batchingRenderType(RenderType.cutout())
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.fallbackRenderType(RenderType.cutout())
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.vertexTransformer(SHADING_TRANSFORMER)
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.register();
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public static final Material CHUNK_CUTOUT_UNSHADED = SimpleMaterial.builder()
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.vertexShader(Files.DEFAULT_VERTEX)
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, false))
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.batchingRenderType(RenderType.cutout())
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.fallbackRenderType(RenderType.cutout())
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.register();
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public static final Material CHUNK_TRANSLUCENT_SHADED = SimpleMaterial.builder()
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@ -84,7 +84,7 @@ public final class Materials {
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.fragmentShader(Files.DEFAULT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.addShard(Shards.TRANSLUCENT_TRANSPARENCY)
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.batchingRenderType(RenderType.translucent())
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.fallbackRenderType(RenderType.translucent())
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.vertexTransformer(SHADING_TRANSFORMER)
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.register();
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public static final Material CHUNK_TRANSLUCENT_UNSHADED = SimpleMaterial.builder()
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@ -92,7 +92,7 @@ public final class Materials {
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.fragmentShader(Files.DEFAULT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.addShard(Shards.TRANSLUCENT_TRANSPARENCY)
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.batchingRenderType(RenderType.translucent())
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.fallbackRenderType(RenderType.translucent())
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.register();
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public static final Material CHUNK_TRIPWIRE_SHADED = SimpleMaterial.builder()
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@ -100,7 +100,7 @@ public final class Materials {
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.addShard(Shards.TRANSLUCENT_TRANSPARENCY)
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.batchingRenderType(RenderType.tripwire())
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.fallbackRenderType(RenderType.tripwire())
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.vertexTransformer(SHADING_TRANSFORMER)
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.register();
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public static final Material CHUNK_TRIPWIRE_UNSHADED = SimpleMaterial.builder()
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@ -108,30 +108,30 @@ public final class Materials {
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, true))
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.addShard(Shards.TRANSLUCENT_TRANSPARENCY)
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.batchingRenderType(RenderType.tripwire())
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.fallbackRenderType(RenderType.tripwire())
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.register();
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public static final Material CHEST = SimpleMaterial.builder()
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.vertexShader(Files.SHADED_VERTEX)
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.addShard(Shards.diffuseTex(Sheets.CHEST_SHEET, false, false))
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.batchingRenderType(Sheets.chestSheet())
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.fallbackRenderType(Sheets.chestSheet())
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.register();
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public static final Material SHULKER = SimpleMaterial.builder()
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.vertexShader(Files.SHADED_VERTEX)
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.fragmentShader(Files.CUTOUT_FRAGMENT)
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.addShard(Shards.diffuseTex(Sheets.SHULKER_SHEET, false, false))
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.addShard(Shards.DISABLE_CULL)
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.batchingRenderType(Sheets.shulkerBoxSheet())
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.fallbackRenderType(Sheets.shulkerBoxSheet())
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.register();
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public static final Material BELL = SimpleMaterial.builder()
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.vertexShader(Files.SHADED_VERTEX)
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.addShard(Shards.diffuseTex(InventoryMenu.BLOCK_ATLAS, false, false))
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.batchingRenderType(Sheets.solidBlockSheet())
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.fallbackRenderType(Sheets.solidBlockSheet())
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.register();
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public static final Material MINECART = SimpleMaterial.builder()
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.vertexShader(Files.SHADED_VERTEX)
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.addShard(Shards.diffuseTex(MINECART_LOCATION, false, false))
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.batchingRenderType(RenderType.entitySolid(MINECART_LOCATION))
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.fallbackRenderType(RenderType.entitySolid(MINECART_LOCATION))
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.register();
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private Materials() {
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@ -12,15 +12,15 @@ public class SimpleMaterial implements Material {
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protected final ResourceLocation fragmentShader;
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protected final Runnable setup;
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protected final Runnable clear;
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protected final RenderType batchingRenderType;
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protected final RenderType fallbackRenderType;
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protected final MaterialVertexTransformer vertexTransformer;
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public SimpleMaterial(ResourceLocation vertexShader, ResourceLocation fragmentShader, Runnable setup, Runnable clear, RenderType batchingRenderType, MaterialVertexTransformer vertexTransformer) {
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public SimpleMaterial(ResourceLocation vertexShader, ResourceLocation fragmentShader, Runnable setup, Runnable clear, RenderType fallbackRenderType, MaterialVertexTransformer vertexTransformer) {
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this.vertexShader = vertexShader;
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this.fragmentShader = fragmentShader;
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this.setup = setup;
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this.clear = clear;
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this.batchingRenderType = batchingRenderType;
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this.fallbackRenderType = fallbackRenderType;
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this.vertexTransformer = vertexTransformer;
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}
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@ -50,7 +50,7 @@ public class SimpleMaterial implements Material {
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@Override
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public RenderType getFallbackRenderType() {
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return batchingRenderType;
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return fallbackRenderType;
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}
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@Override
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@ -63,7 +63,7 @@ public class SimpleMaterial implements Material {
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protected ResourceLocation fragmentShader = Materials.Files.DEFAULT_FRAGMENT;
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protected Runnable setup = () -> {};
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protected Runnable clear = () -> {};
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protected RenderType batchingRenderType = RenderType.solid();
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protected RenderType fallbackRenderType = RenderType.solid();
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protected MaterialVertexTransformer vertexTransformer = (vertexList, level) -> {};
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public Builder() {
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@ -95,8 +95,8 @@ public class SimpleMaterial implements Material {
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return this;
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}
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public Builder batchingRenderType(RenderType type) {
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this.batchingRenderType = type;
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public Builder fallbackRenderType(RenderType type) {
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this.fallbackRenderType = type;
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return this;
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}
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@ -106,7 +106,7 @@ public class SimpleMaterial implements Material {
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}
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public SimpleMaterial register() {
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return Material.REGISTRY.registerAndGet(new SimpleMaterial(vertexShader, fragmentShader, setup, clear, batchingRenderType, vertexTransformer));
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return Material.REGISTRY.registerAndGet(new SimpleMaterial(vertexShader, fragmentShader, setup, clear, fallbackRenderType, vertexTransformer));
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}
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private static Runnable chain(Runnable runnable1, Runnable runnable2) {
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