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https://github.com/Sollace/Unicopia.git
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Fix hidden stack rendering
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parent
71e6b4ac16
commit
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1 changed files with 13 additions and 3 deletions
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@ -11,6 +11,7 @@ import com.minelittlepony.common.client.gui.element.Button;
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import com.minelittlepony.unicopia.ability.magic.spell.crafting.SpellbookRecipe;
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import com.minelittlepony.unicopia.ability.magic.spell.crafting.SpellbookRecipe;
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import com.minelittlepony.unicopia.ability.magic.spell.trait.Trait;
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import com.minelittlepony.unicopia.ability.magic.spell.trait.Trait;
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import com.minelittlepony.unicopia.client.gui.ItemTraitsTooltipRenderer;
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import com.minelittlepony.unicopia.client.gui.ItemTraitsTooltipRenderer;
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import com.minelittlepony.unicopia.client.render.PassThroughVertexConsumer;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.systems.RenderSystem;
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@ -199,6 +200,10 @@ class IngredientTree implements SpellbookRecipe.CraftingTreeBuilder {
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}
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}
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static class HiddenStacks extends Stacks {
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static class HiddenStacks extends Stacks {
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private static final PassThroughVertexConsumer.Parameters FIXTURE = new PassThroughVertexConsumer.Parameters().color((parent, r, g, b, a) -> {
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parent.color(0, 0, 0, a);
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});
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HiddenStacks(ItemStack[] stacks) {
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HiddenStacks(ItemStack[] stacks) {
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super(stacks);
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super(stacks);
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}
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}
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@ -224,15 +229,20 @@ class IngredientTree implements SpellbookRecipe.CraftingTreeBuilder {
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if (bl) {
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if (bl) {
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DiffuseLighting.disableGuiDepthLighting();
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DiffuseLighting.disableGuiDepthLighting();
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}
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}
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itemRenderer.renderItem(stacks[index], ModelTransformation.Mode.GUI, false, new MatrixStack(), immediate, 0, OverlayTexture.DEFAULT_UV, model);
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RenderSystem.disableDepthTest();
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immediate.draw();
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try {
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itemRenderer.renderItem(stacks[index], ModelTransformation.Mode.GUI, false, new MatrixStack(), layer -> PassThroughVertexConsumer.of(immediate.getBuffer(layer), FIXTURE), 0, OverlayTexture.DEFAULT_UV, model);
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immediate.draw();
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} catch (Exception e) {
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// Sodium
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}
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RenderSystem.enableDepthTest();
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RenderSystem.enableDepthTest();
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if (bl) {
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if (bl) {
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DiffuseLighting.enableGuiDepthLighting();
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DiffuseLighting.enableGuiDepthLighting();
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}
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}
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matrixStack.pop();
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matrixStack.pop();
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RenderSystem.applyModelViewMatrix();
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RenderSystem.applyModelViewMatrix();
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RenderSystem.setShaderColor(1, 1, 1, 1);
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RenderSystem.setShaderColor(1, 1, 1, 1);
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}
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}
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