yarn/mappings/net/minecraft/client/render/entity/EntityRenderDispatcher.mapping

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2019-06-28 17:55:20 -04:00
CLASS net/minecraft/class_898 net/minecraft/client/render/entity/EntityRenderDispatcher
FIELD field_21009 SHADOW_LAYER Lnet/minecraft/class_1921;
FIELD field_21794 rotation Lnet/minecraft/class_1158;
FIELD field_27759 itemRenderer Lnet/minecraft/class_918;
FIELD field_27760 modelLoader Lnet/minecraft/class_5599;
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FIELD field_4678 targetedEntity Lnet/minecraft/class_1297;
FIELD field_4680 renderHitboxes Z
FIELD field_4681 renderShadows Z
FIELD field_4684 world Lnet/minecraft/class_1937;
FIELD field_4685 textureManager Lnet/minecraft/class_1060;
FIELD field_4686 camera Lnet/minecraft/class_4184;
FIELD field_4687 modelRenderers Ljava/util/Map;
FIELD field_4689 textRenderer Lnet/minecraft/class_327;
FIELD field_4692 gameOptions Lnet/minecraft/class_315;
FIELD field_4696 renderers Ljava/util/Map;
2020-11-04 15:44:22 -05:00
METHOD <init> (Lnet/minecraft/class_1060;Lnet/minecraft/class_918;Lnet/minecraft/class_327;Lnet/minecraft/class_315;Lnet/minecraft/class_5599;)V
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ARG 1 textureManager
ARG 2 itemRenderer
ARG 3 textRenderer
ARG 4 gameOptions
ARG 5 modelLoader
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
METHOD method_23161 drawFireVertex (Lnet/minecraft/class_4587$class_4665;Lnet/minecraft/class_4588;FFFFF)V
ARG 0 entry
ARG 1 vertices
ARG 2 x
ARG 3 y
ARG 4 z
ARG 5 u
ARG 6 v
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
METHOD method_23162 drawShadowVertex (Lnet/minecraft/class_4587$class_4665;Lnet/minecraft/class_4588;FFFFFF)V
ARG 0 entry
ARG 1 vertices
ARG 2 alpha
ARG 3 x
ARG 4 y
ARG 5 z
ARG 6 u
ARG 7 v
METHOD method_23163 renderShadowPart (Lnet/minecraft/class_4587$class_4665;Lnet/minecraft/class_4588;Lnet/minecraft/class_4538;Lnet/minecraft/class_2338;DDDFF)V
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
ARG 0 entry
ARG 1 vertices
ARG 2 world
ARG 3 pos
ARG 4 x
ARG 6 y
ARG 8 z
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
ARG 10 radius
ARG 11 opacity
METHOD method_23165 renderFire (Lnet/minecraft/class_4587;Lnet/minecraft/class_4597;Lnet/minecraft/class_1297;)V
ARG 1 matrices
ARG 2 vertexConsumers
ARG 3 entity
METHOD method_23166 renderShadow (Lnet/minecraft/class_4587;Lnet/minecraft/class_4597;Lnet/minecraft/class_1297;FFLnet/minecraft/class_4538;F)V
ARG 0 matrices
ARG 1 vertexConsumers
ARG 2 entity
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
ARG 3 opacity
ARG 4 tickDelta
ARG 5 world
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
ARG 6 radius
METHOD method_23168 getSquaredDistanceToCamera (Lnet/minecraft/class_1297;)D
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
ARG 1 entity
METHOD method_23839 getLight (Lnet/minecraft/class_1297;F)I
ARG 1 entity
ARG 2 tickDelta
METHOD method_24196 setRotation (Lnet/minecraft/class_1158;)V
ARG 1 rotation
METHOD method_24197 getRotation ()Lnet/minecraft/class_1158;
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METHOD method_3941 configure (Lnet/minecraft/class_1937;Lnet/minecraft/class_4184;Lnet/minecraft/class_1297;)V
2019-06-28 17:55:20 -04:00
ARG 1 world
ARG 2 camera
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
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ARG 3 target
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METHOD method_3944 setWorld (Lnet/minecraft/class_1937;)V
ARG 1 world
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METHOD method_3948 setRenderShadows (Z)V
ARG 1 renderShadows
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METHOD method_3950 shouldRender (Lnet/minecraft/class_1297;Lnet/minecraft/class_4604;DDD)Z
ARG 1 entity
ARG 2 frustum
Renderer mappings (#988) * part.render(matrix, vertices, light, overlay, red, green, blue, alpha) * Fixed bad names * Determined by the call to part.render(matrix, vertices, light, overlay) which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1) * Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay) Meanhile VertexConsumerProvider is * Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha) * This is not a render method! It sets the yaw and pitch on the skull * Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha) Not much to change there though * These are known from EntityRenderDispatcher * render calls renderLabelIfPresent * Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light) * In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity * Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) { double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ()); float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672); if (float24 > 0.0f) { renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius); } } * The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) { float float8 = radius; if (entity instanceof MobEntity) { if (((MobEntity)entity).isBaby()) { float8 *= 0.5f; } } * float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow! float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos)); if (float16 >= 0.0f) { * Forgot this one * This is all low-hanging fruit. * EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z) -> EntityRenderer.isVisible(entity, frustrum, x, y, z) -> Entity.shouldRenderFrom(x, y, z) @Environment(EnvType.CLIENT) public boolean shouldRenderFrom(double x, double y, double z) { double double8 = this.getX() - x; double double10 = this.getY() - y; double double12 = this.getZ() - z; double double14 = double8 * double8 + double10 * double10 + double12 * double12; return this.shouldRenderAtDistance(double14); } * More things we know * This is set by calling entity.getLeaningPitch * This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time. The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter). This causes the creeper to flash white when active. The same method, interestingly, will use the V to create the hurt/death overlay OverlayTexture.packUv( OverlayTexture.getU(animationCounter), OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0) ) * The final patches * xrayEnabled -> isGlowing * Commit suggestions/name changes I missed during rebase Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com> * Fix typos * yaw -> tickDelta Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * provider -> vertexConsumers Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * matrix -> matrices Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Fixed some encorrect names * entry -> matrices * textureU/V -> u/v * isBanner -> isBannerBlock * frustrum -> frustum Co-Authored-By: Gegy <gegy1000@gmail.com> * Fix broken/changed mappings for 20w10a * grammar Co-Authored-By: liach <7806504+liach@users.noreply.github.com> * Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping Co-Authored-By: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com> Co-authored-by: liach <7806504+liach@users.noreply.github.com> Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
ARG 3 x
ARG 5 y
ARG 7 z
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METHOD method_3953 getRenderer (Lnet/minecraft/class_1297;)Lnet/minecraft/class_897;
ARG 1 entity
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METHOD method_3954 render (Lnet/minecraft/class_1297;DDDFFLnet/minecraft/class_4587;Lnet/minecraft/class_4597;I)V
ARG 1 entity
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ARG 2 x
ARG 4 y
ARG 6 z
ARG 8 yaw
ARG 9 tickDelta
ARG 10 matrices
ARG 11 vertexConsumers
ARG 12 light
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METHOD method_3955 setRenderHitboxes (Z)V
ARG 1 renderHitboxes
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METHOD method_3956 renderHitbox (Lnet/minecraft/class_4587;Lnet/minecraft/class_4588;Lnet/minecraft/class_1297;F)V
ARG 0 matrices
ARG 1 vertices
ARG 2 entity
ARG 3 tickDelta
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METHOD method_3958 shouldRenderHitboxes ()Z
METHOD method_3959 getSquaredDistanceToCamera (DDD)D
ARG 1 x
ARG 3 y
ARG 5 z