CC-Tweaked/projects/forge/src/client/java/dan200/computercraft/mixin/client/BlockRenderDispatcherMixin....

67 lines
2.4 KiB
Java

// SPDX-FileCopyrightText: 2022 The CC: Tweaked Developers
//
// SPDX-License-Identifier: MPL-2.0
package dan200.computercraft.mixin.client;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import dan200.computercraft.client.ClientHooks;
import net.minecraft.client.renderer.block.BlockModelShaper;
import net.minecraft.client.renderer.block.BlockRenderDispatcher;
import net.minecraft.client.renderer.block.ModelBlockRenderer;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.core.BlockPos;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.BlockAndTintGetter;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraftforge.client.model.data.ModelData;
import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Provides custom block breaking progress for modems, so it only applies to the current part.
*
* @see BlockRenderDispatcher#renderBreakingTexture(BlockState, BlockPos, BlockAndTintGetter, PoseStack, VertexConsumer, ModelData)
*/
@Mixin(BlockRenderDispatcher.class)
public class BlockRenderDispatcherMixin {
@Shadow
@Final
private RandomSource random;
@Shadow
@Final
private BlockModelShaper blockModelShaper;
@Shadow
@Final
private ModelBlockRenderer modelRenderer;
@Inject(
method = "name=/^renderBreakingTexture/ desc=/ModelData;\\)V$/",
at = @At("HEAD"),
cancellable = true,
require = 0 // This isn't critical functionality, so don't worry if we can't apply it.
)
public void renderBlockDamage(
BlockState state, BlockPos pos, BlockAndTintGetter world, PoseStack pose, VertexConsumer buffers, ModelData modelData,
CallbackInfo info
) {
var newState = ClientHooks.getBlockBreakingState(state, pos);
if (newState != null) {
info.cancel();
var model = blockModelShaper.getBlockModel(newState);
modelRenderer.tesselateBlock(
world, model, newState, pos, pose, buffers, true, random, newState.getSeed(pos),
OverlayTexture.NO_OVERLAY, modelData, null
);
}
}
}