Cable rendertype can be static.

This commit is contained in:
Florian Nücke
2022-01-23 13:37:07 +01:00
parent c96e52ad16
commit ddeff66132

View File

@@ -11,10 +11,31 @@ import net.minecraftforge.api.distmarker.OnlyIn;
@OnlyIn(Dist.CLIENT)
public abstract class ModRenderType extends RenderType {
private static final RenderType NETWORK_CABLE = create(
API.MOD_ID + "/network_cable",
DefaultVertexFormat.POSITION_COLOR_LIGHTMAP,
VertexFormat.Mode.QUADS,
256,
false,
false,
CompositeState.builder()
.setShaderState(POSITION_COLOR_LIGHTMAP_SHADER)
.setTextureState(NO_TEXTURE)
.setTransparencyState(NO_TRANSPARENCY)
.setCullState(NO_CULL)
.setLightmapState(LIGHTMAP)
.createCompositeState(false));
///////////////////////////////////////////////////////////////////
public static RenderType getNetworkCable() {
return NETWORK_CABLE;
}
public static RenderType getUnlitBlock(final ResourceLocation location) {
final TextureStateShard texture = new TextureStateShard(location, false, true);
final RenderType.CompositeState state = RenderType.CompositeState.builder()
.setShaderState(RenderStateShard.POSITION_TEX_SHADER)
.setShaderState(POSITION_TEX_SHADER)
.setTextureState(texture)
.setOutputState(TRANSLUCENT_TARGET)
.setTransparencyState(ADDITIVE_TRANSPARENCY)
@@ -30,27 +51,10 @@ public abstract class ModRenderType extends RenderType {
state);
}
public static RenderType getNetworkCable() {
final CompositeState state = CompositeState.builder()
.setShaderState(RenderStateShard.POSITION_COLOR_LIGHTMAP_SHADER)
.setTextureState(NO_TEXTURE)
.setTransparencyState(NO_TRANSPARENCY)
.setCullState(NO_CULL)
.setLightmapState(LIGHTMAP)
.createCompositeState(false);
return create(API.MOD_ID + "/network_cable",
DefaultVertexFormat.POSITION_COLOR_LIGHTMAP,
VertexFormat.Mode.QUADS,
256,
false,
false,
state);
}
public static RenderType getOverlay(final ResourceLocation location) {
final TextureStateShard texture = new TextureStateShard(location, false, true);
final RenderType.CompositeState state = RenderType.CompositeState.builder()
.setShaderState(RenderStateShard.POSITION_TEX_SHADER)
.setShaderState(POSITION_TEX_SHADER)
.setTextureState(texture)
.setOutputState(TRANSLUCENT_TARGET)
.setTransparencyState(ADDITIVE_TRANSPARENCY)