package com.jozufozu.flywheel.mixin; import org.spongepowered.asm.mixin.Final; import org.spongepowered.asm.mixin.Mixin; import org.spongepowered.asm.mixin.Shadow; import org.spongepowered.asm.mixin.injection.At; import org.spongepowered.asm.mixin.injection.Inject; import org.spongepowered.asm.mixin.injection.callback.CallbackInfo; import com.jozufozu.flywheel.backend.Backend; import com.jozufozu.flywheel.backend.instancing.InstancedRenderDispatcher; import com.jozufozu.flywheel.core.crumbling.CrumblingRenderer; import com.jozufozu.flywheel.event.BeginFrameEvent; import com.jozufozu.flywheel.event.ReloadRenderersEvent; import com.jozufozu.flywheel.event.RenderLayerEvent; import com.mojang.blaze3d.vertex.PoseStack; import com.mojang.math.Matrix4f; import net.minecraft.client.Camera; import net.minecraft.client.multiplayer.ClientLevel; import net.minecraft.client.renderer.GameRenderer; import net.minecraft.client.renderer.LevelRenderer; import net.minecraft.client.renderer.LightTexture; import net.minecraft.client.renderer.RenderBuffers; import net.minecraft.client.renderer.RenderType; import net.minecraft.client.renderer.culling.Frustum; import net.minecraft.core.BlockPos; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.phys.Vec3; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import net.minecraftforge.common.MinecraftForge; @OnlyIn(Dist.CLIENT) @Mixin(LevelRenderer.class) public class LevelRendererMixin { @Shadow private ClientLevel level; @Shadow @Final private RenderBuffers renderBuffers; @Inject(at = @At("HEAD"), method = "setupRender") private void setupRender(Camera camera, Frustum frustum, boolean queue, boolean isSpectator, CallbackInfo ci) { MinecraftForge.EVENT_BUS.post(new BeginFrameEvent(level, camera, frustum)); } /** * JUSTIFICATION: This method is called once per layer per frame. It allows us to perform * layer-correct custom rendering. RenderWorldLast is not refined enough for rendering world objects. * This should probably be a forge event. */ @Inject(at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/ShaderInstance;clear()V"), method = "renderChunkLayer") private void renderLayer(RenderType type, PoseStack stack, double camX, double camY, double camZ, Matrix4f p_172999_, CallbackInfo ci) { RenderBuffers renderBuffers = this.renderBuffers; MinecraftForge.EVENT_BUS.post(new RenderLayerEvent(level, type, stack, renderBuffers, camX, camY, camZ)); } @Inject(at = @At("TAIL"), method = "allChanged") private void refresh(CallbackInfo ci) { Backend.getInstance() .refresh(); MinecraftForge.EVENT_BUS.post(new ReloadRenderersEvent(level)); } @Inject(at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/LevelRenderer;checkPoseStack(Lcom/mojang/blaze3d/vertex/PoseStack;)V", ordinal = 2 // after the game renders the breaking overlay normally ), method = "renderLevel") private void renderBlockBreaking(PoseStack stack, float p_228426_2_, long p_228426_3_, boolean p_228426_5_, Camera info, GameRenderer gameRenderer, LightTexture lightTexture, Matrix4f p_228426_9_, CallbackInfo ci) { if (!Backend.isOn()) return; Vec3 cameraPos = info.getPosition(); CrumblingRenderer.renderBreaking(new RenderLayerEvent(level, null, stack, null, cameraPos.x, cameraPos.y, cameraPos.z)); } // Instancing /** * This gets called when a block is marked for rerender by vanilla. */ @Inject(at = @At("TAIL"), method = "setBlockDirty(Lnet/minecraft/core/BlockPos;Lnet/minecraft/world/level/block/state/BlockState;Lnet/minecraft/world/level/block/state/BlockState;)V") private void checkUpdate(BlockPos pos, BlockState lastState, BlockState newState, CallbackInfo ci) { if (Backend.isOn()) { InstancedRenderDispatcher.getBlockEntities(level) .update(level.getBlockEntity(pos)); } } }