* 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>
* Pick up #1026 and adjustments
ArmorFeatureRenderer, BipedEntityModel and some player stuff
Parrot entity rendering fixes
At the moment, I don't know the difference between method_17110 and method_17111.
method_17110 -> animateModel
Still a provisional name.
Finish the other feature renderers (except CapeFeatureRenderer)
Name methods involving armor stands
Work on Ender Dragon-related things
overlay{Message, Tinted} -> {message, tinted}
Add docs for ClientPlayerEntity#wateriness (now wetness)
ClientPlayerEntity#getVisibilityReductionFromWater -> getScaledWetness
Actually add javadocs
newHealth -> health
DragonFireballEntityRenderer#FIREBALL -> LAYER
* Update mappings/net/minecraft/client/render/RenderLayer.mapping
Co-authored-by: Kyarei <uruwi@protonmail.com>
* 1.15.2 EntityRenderer changes
* wtf Enigma
* Added the P
* "Swap the usage of the value first"
* See my new dog color mah!?
* "S" that ws meant to be an "S"
* Mapped entity rendering methods and classes & options screens
* Fixed Knit's issues and implemented liach's suggestions
* Removed strange leftover obf stubs (I blame Knit)
* Mapped some more stuff from AnimalModel
* Adapt some stuff from Runemoro
* Some more Runemoro
* Another two fixes
* Unmap unobfuscated mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Shorten dragon
by liach
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Shorten biped model
by liach
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Shorten another biped model
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>