Removed expicit dependency on iris

This commit is contained in:
mcrcortex
2024-02-18 20:46:39 +10:00
parent 71cfe67fe7
commit 7975e3816c

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@@ -20,10 +20,14 @@ import net.minecraft.util.Identifier;
import net.minecraft.world.World; import net.minecraft.world.World;
import net.minecraft.world.chunk.WorldChunk; import net.minecraft.world.chunk.WorldChunk;
import org.joml.Matrix4f; import org.joml.Matrix4f;
import org.lwjgl.opengl.GL11;
import java.io.File; import java.io.File;
import java.util.*; import java.util.*;
import static org.lwjgl.opengl.GL30C.GL_DRAW_FRAMEBUFFER_BINDING;
import static org.lwjgl.opengl.GL30C.GL_FRAMEBUFFER;
//Core class that ingests new data from sources and updates the required systems //Core class that ingests new data from sources and updates the required systems
//3 primary services: //3 primary services:
@@ -138,10 +142,10 @@ public class VoxelCore {
//this.renderer.getModelManager().updateEntry(0, Blocks.COMPARATOR.getDefaultState()); //this.renderer.getModelManager().updateEntry(0, Blocks.COMPARATOR.getDefaultState());
//this.renderer.getModelManager().updateEntry(0, Blocks.OAK_LEAVES.getDefaultState()); //this.renderer.getModelManager().updateEntry(0, Blocks.OAK_LEAVES.getDefaultState());
var fb = Iris.getPipelineManager().getPipelineNullable().getSodiumTerrainPipeline().getTerrainSolidFramebuffer(); //var fb = Iris.getPipelineManager().getPipelineNullable().getSodiumTerrainPipeline().getTerrainSolidFramebuffer();
fb.bind(); //fb.bind();
int boundFB = GlStateManager.getBoundFramebuffer(); int boundFB = GL11.glGetInteger(GL_DRAW_FRAMEBUFFER_BINDING);
this.postProcessing.setup(MinecraftClient.getInstance().getFramebuffer().textureWidth, MinecraftClient.getInstance().getFramebuffer().textureHeight, boundFB); this.postProcessing.setup(MinecraftClient.getInstance().getFramebuffer().textureWidth, MinecraftClient.getInstance().getFramebuffer().textureHeight, boundFB);
//TODO: FIXME: since we just bound the post processing FB the depth information isnt //TODO: FIXME: since we just bound the post processing FB the depth information isnt