don't render hidden faces on connected grass
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@@ -6,6 +6,8 @@ import mods.octarinecore.client.render.AbstractBlockRenderingHandler
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import mods.octarinecore.client.render.BlockContext
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import mods.octarinecore.client.render.withOffset
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import mods.octarinecore.common.Int3
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import mods.octarinecore.common.forgeDirsHorizontal
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import mods.octarinecore.common.offset
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import net.minecraft.client.renderer.BlockRendererDispatcher
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import net.minecraft.client.renderer.VertexBuffer
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import net.minecraft.util.BlockRenderLayer
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@@ -21,6 +23,10 @@ class RenderConnectedGrass : AbstractBlockRenderingHandler(BetterFoliageMod.MOD_
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(Config.connectedGrass.snowEnabled || !ctx.blockState(up2).isSnow)
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override fun render(ctx: BlockContext, dispatcher: BlockRendererDispatcher, renderer: VertexBuffer, layer: BlockRenderLayer): Boolean {
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// if the block sides are not visible anyway, render normally
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if (forgeDirsHorizontal.all { ctx.blockState(it.offset).isOpaqueCube }) return renderWorldBlockBase(ctx, dispatcher, renderer, null)
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if (ctx.isSurroundedBy { it.isOpaqueCube } ) return false
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return ctx.withOffset(Int3.zero, up1) {
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ctx.withOffset(up1, up2) {
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renderWorldBlockBase(ctx, dispatcher, renderer, null)
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@@ -6,9 +6,7 @@ import mods.betterfoliage.client.config.Config
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import mods.betterfoliage.client.integration.ShadersModIntegration
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import mods.betterfoliage.client.texture.GrassRegistry
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import mods.octarinecore.client.render.*
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import mods.octarinecore.common.Double3
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import mods.octarinecore.common.Int3
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import mods.octarinecore.common.Rotation
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import mods.octarinecore.common.*
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import mods.octarinecore.random
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import net.minecraft.client.renderer.BlockRendererDispatcher
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import net.minecraft.client.renderer.VertexBuffer
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@@ -66,13 +64,15 @@ class RenderGrass : AbstractBlockRenderingHandler(BetterFoliageMod.MOD_ID) {
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// get full AO data
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modelRenderer.updateShading(Int3.zero, allFaces)
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// check occlusion
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val isHidden = forgeDirs.map { ctx.blockState(it.offset).isOpaqueCube }
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// render full grass block
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ShadersModIntegration.renderAs(ctx.blockState(Int3.zero), renderer) {
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modelRenderer.render(
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renderer,
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fullCube,
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Rotation.identity,
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ctx.blockCenter,
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quadFilter = { qi, _ -> !isHidden[qi] },
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icon = { _, _, _ -> grassInfo.grassTopTexture },
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postProcess = { ctx, _, _, _, _ ->
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rotateUV(2)
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