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fix: ItemComponent rendering
This adjusts the lighting to not look dark and also fixes translation issues caused by applying matrix twice (once ourselves, second time mc itself) [no ci]
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+19
-18
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1 file changed

+19
-18
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mod/src/main/kotlin/gg/skytils/skytilsmod/gui/components/ItemComponent.kt

Lines changed: 19 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -26,6 +26,8 @@ import gg.essential.universal.UMatrixStack
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import gg.essential.universal.UMinecraft
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import gg.skytils.skytilsmod.Skytils.mc
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import gg.skytils.skytilsmod.utils.RenderUtil
29+
import net.minecraft.client.render.DiffuseLighting
30+
import net.minecraft.client.render.OverlayTexture
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import net.minecraft.item.Item
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import net.minecraft.item.ItemDisplayContext
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import net.minecraft.item.ItemStack
@@ -37,30 +39,29 @@ class ItemComponent(val state: State<ItemStack>) : UIComponent() {
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override fun draw(matrixStack: UMatrixStack) {
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beforeDraw(matrixStack)
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super.draw(matrixStack)
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matrixStack.push()
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matrixStack.translate(getLeft(), getTop(), 100f)
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//matrixStack.scale(getWidth() / 16f, getHeight() / 16f, 0f)
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UGraphics.color4f(1f, 1f, 1f, 1f)
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// TODO: ensure this behaves as expected
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matrixStack.runWithGlobalState {
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val vertexConsumer = UMinecraft.getMinecraft().bufferBuilders.entityVertexConsumers
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val item = state.getUntracked()
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RenderUtil.renderItem(item, 0, 0)
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// mc.renderItem.renderItemIntoGUI(item, 0, 0)
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mc.itemRenderer.renderItem(
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item,
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ItemDisplayContext.GUI,
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15728880,
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0,
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matrixStack.toMC(),
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vertexConsumer,
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null,
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0
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)
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vertexConsumer.draw()
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}
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val vertexConsumer = UMinecraft.getMinecraft().bufferBuilders.entityVertexConsumers
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val item = state.getUntracked()
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RenderUtil.renderItem(item, 0, 0)
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mc.itemRenderer.renderItem(
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item,
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ItemDisplayContext.GUI,
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15728880,
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OverlayTexture.DEFAULT_UV,
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matrixStack.toMC(),
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vertexConsumer,
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null,
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0
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)
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DiffuseLighting.disableGuiDepthLighting()
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vertexConsumer.draw()
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DiffuseLighting.enableGuiDepthLighting()
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matrixStack.pop()
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UGraphics.disableLighting()
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super.draw(matrixStack)
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}
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}

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