Remove unused vertex attributes from laser

This commit is contained in:
Mrbysco 2024-11-05 20:43:43 +01:00
parent 5fb22fa63c
commit de635bb709

View file

@ -26,7 +26,6 @@ import net.minecraft.client.renderer.LightTexture;
import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.entity.ItemRenderer; import net.minecraft.client.renderer.entity.ItemRenderer;
import net.minecraft.client.renderer.texture.TextureAtlas; import net.minecraft.client.renderer.texture.TextureAtlas;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.client.renderer.texture.TextureManager;
import net.minecraft.client.resources.model.BakedModel; import net.minecraft.client.resources.model.BakedModel;
import net.minecraft.core.BlockPos; import net.minecraft.core.BlockPos;
@ -254,35 +253,29 @@ public final class AssetUtil {
Matrix4f matrix = matrixStack.last().pose(); Matrix4f matrix = matrixStack.last().pose();
TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(TextureAtlas.LOCATION_BLOCKS).apply(FORGE_WHITE);
float minU = sprite.getU0();
float maxU = sprite.getU1();
float minV = sprite.getV0();
float maxV = sprite.getV1();
//Draw laser tube faces //Draw laser tube faces
for (int i = 1; i < 4; i++) { for (int i = 1; i < 4; i++) {
float width = beamWidth * (i / 4.0f); float width = beamWidth * (i / 4.0f);
//top //top
builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap); builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setLight(lightmap);
//bottom //bottom
builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap); builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
//left //left
builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setLight(lightmap);
//right //right
builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setLight(lightmap);
builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setLight(lightmap);
} }
@ -336,35 +329,29 @@ public final class AssetUtil {
RenderSystem.setShader(GameRenderer::getPositionColorShader); RenderSystem.setShader(GameRenderer::getPositionColorShader);
TextureAtlasSprite sprite = Minecraft.getInstance().getTextureAtlas(TextureAtlas.LOCATION_BLOCKS).apply(FORGE_WHITE);
float minU = sprite.getU0();
float maxU = sprite.getU1();
float minV = sprite.getV0();
float maxV = sprite.getV1();
//Draw laser tube faces //Draw laser tube faces
for (int i = 1; i < 4; i++) { for (int i = 1; i < 4; i++) {
float width = beamWidth * (i / 4.0f); float width = beamWidth * (i / 4.0f);
//top //top
builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap); builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a);
builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a);
//bottom //bottom
builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setUv(minU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a);
builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setUv(maxU, minV).setLight(lightmap); builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a);
builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a);
//left //left
builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, -width, -width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, -width, -length).setColor(r, g, b, a);
builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, -width, width, -length).setColor(r, g, b, a);
//right //right
builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a).setUv(maxU, maxV).setLight(lightmap); builder.addVertex(matrix, width, -width, 0.0f).setColor(r, g, b, a);
builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, width, -width, -length).setColor(r, g, b, a);
builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a).setUv(minU, minV).setLight(lightmap); builder.addVertex(matrix, width, width, -length).setColor(r, g, b, a);
} }
matrixStack.popPose(); matrixStack.popPose();