[WIP] major rewrite, grass and leaves working already
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package mods.betterfoliage.mixin;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import mods.betterfoliage.render.ISpecialRenderModel;
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import mods.betterfoliage.render.pipeline.RenderCtxVanilla;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.renderer.BlockModelRenderer;
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import net.minecraft.client.renderer.model.IBakedModel;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.ILightReader;
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import net.minecraftforge.client.model.data.IModelData;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Redirect;
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import java.util.Random;
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@Mixin(BlockModelRenderer.class)
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public class MixinBlockModelRenderer {
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private static final String renderModel = "Lnet/minecraft/client/renderer/BlockModelRenderer;renderModel(Lnet/minecraft/world/ILightReader;Lnet/minecraft/client/renderer/model/IBakedModel;Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lcom/mojang/blaze3d/matrix/MatrixStack;Lcom/mojang/blaze3d/vertex/IVertexBuilder;ZLjava/util/Random;JILnet/minecraftforge/client/model/data/IModelData;)Z";
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private static final String renderModelFlat = "Lnet/minecraft/client/renderer/BlockModelRenderer;renderModelFlat(Lnet/minecraft/world/ILightReader;Lnet/minecraft/client/renderer/model/IBakedModel;Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lcom/mojang/blaze3d/matrix/MatrixStack;Lcom/mojang/blaze3d/vertex/IVertexBuilder;ZLjava/util/Random;JILnet/minecraftforge/client/model/data/IModelData;)Z";
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private static final String renderModelSmooth = "Lnet/minecraft/client/renderer/BlockModelRenderer;renderModelSmooth(Lnet/minecraft/world/ILightReader;Lnet/minecraft/client/renderer/model/IBakedModel;Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lcom/mojang/blaze3d/matrix/MatrixStack;Lcom/mojang/blaze3d/vertex/IVertexBuilder;ZLjava/util/Random;JILnet/minecraftforge/client/model/data/IModelData;)Z";
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@Redirect(method = renderModel, at = @At(value = "INVOKE", target = renderModelSmooth), remap = false)
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public boolean onRenderModelSmooth(BlockModelRenderer renderer, ILightReader world, IBakedModel model, BlockState state, BlockPos pos, MatrixStack matrixStack, IVertexBuilder buffer, boolean checkSides, Random random, long rand, int combinedOverlay, IModelData modelData) {
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if (model instanceof ISpecialRenderModel)
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return RenderCtxVanilla.render(renderer, world, (ISpecialRenderModel) model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData, true);
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else
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return renderer.renderModelSmooth(world, model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData);
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}
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@Redirect(method = renderModel, at = @At(value = "INVOKE", target = renderModelFlat), remap = false)
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public boolean onRenderModelFlat(BlockModelRenderer renderer, ILightReader world, IBakedModel model, BlockState state, BlockPos pos, MatrixStack matrixStack, IVertexBuilder buffer, boolean checkSides, Random random, long rand, int combinedOverlay, IModelData modelData) {
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if (model instanceof ISpecialRenderModel)
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return RenderCtxVanilla.render(renderer, world, (ISpecialRenderModel) model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData, false);
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else
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return renderer.renderModelSmooth(world, model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData);
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}
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}
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