sounds now work and the minepad now renders properly in hand

This commit is contained in:
GiantLuigi4 2023-09-24 22:52:29 -04:00
parent 42421a031a
commit 48a46969ba
2 changed files with 24 additions and 9 deletions

View File

@ -169,12 +169,12 @@ public class WebDisplays {
}
public void onRegisterSounds() {
registerSound("keyboard_type");
registerSound( "upgrade_add");
registerSound( "upgrade_del");
registerSound("screencfg_open");
registerSound("server");
registerSound("ironic");
soundTyping = registerSound("keyboard_type");
soundUpgradeAdd = registerSound("upgrade_add");
soundUpgradeDel = registerSound("upgrade_del");
soundScreenCfg = registerSound("screencfg_open");
soundServer = registerSound("server");
soundIronic = registerSound("ironic");
}
ArrayList<ResourceKey<Level>> serverStartedDimensions = new ArrayList<>();
@ -377,11 +377,12 @@ public class WebDisplays {
public static DeferredRegister<SoundEvent> SOUNDS = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, "webdisplays");
private static void registerSound(String resName) {
private static SoundEvent registerSound(String resName) {
ResourceLocation resLoc = new ResourceLocation("webdisplays", resName);
SoundEvent ret = SoundEvent.createVariableRangeEvent(resLoc);
SOUNDS.register(resName, () -> ret);
return ret;
}
private static void registerTrigger(Criterion ... criteria) {

View File

@ -4,9 +4,11 @@
package net.montoyo.wd.client.renderers;
import com.cinemamod.mcef.MCEFBrowser;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.*;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.entity.player.PlayerRenderer;
@ -114,7 +116,19 @@ public final class MinePadRenderer implements IItemRenderer {
stack.translate(0.063f, 0.28f, 0.001f);
RenderSystem.setShaderTexture(0, tex);
// pd.view.draw(stack, x1, y1, x2, y2);
RenderSystem.disableDepthTest();
RenderSystem.setShader(GameRenderer::getPositionTexColorShader);
RenderSystem.setShaderTexture(0, ((MCEFBrowser) pd.view).getRenderer().getTextureID());
Tesselator t = Tesselator.getInstance();
BufferBuilder buffer = t.getBuilder();
buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX_COLOR);
buffer.vertex(stack.last().pose(), (float) x1, (float) y1, 0.0f).uv(0.0F, 1.0F).color(255, 255, 255, 255).endVertex();
buffer.vertex(stack.last().pose(), (float) x2, (float) y1, 0.0f).uv(1.0F, 1.0F).color(255, 255, 255, 255).endVertex();
buffer.vertex(stack.last().pose(), (float) x2, (float) y2, 0.0f).uv(1.0F, 0.0F).color(255, 255, 255, 255).endVertex();
buffer.vertex(stack.last().pose(), (float) x1, (float) y2, 0.0f).uv(0.0F, 0.0F).color(255, 255, 255, 255).endVertex();
t.end();
RenderSystem.enableDepthTest();
}
}