Update to 26.1

This commit is contained in:
Jonas Herzig
2026-03-29 11:20:59 +02:00
parent b72fad4055
commit 27d5432fff
40 changed files with 667 additions and 58 deletions

View File

@@ -8,13 +8,9 @@ import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.Camera;
import net.minecraft.client.render.ChunkRenderingDataPreparer;
import net.minecraft.client.render.Frustum;
import net.minecraft.client.render.GameRenderer;
import net.minecraft.client.render.LightmapTextureManager;
import net.minecraft.client.render.WorldRenderer;
import net.minecraft.client.render.chunk.ChunkBuilder;
import net.minecraft.client.render.chunk.ChunkRendererRegionBuilder;
import net.minecraft.client.util.math.MatrixStack;
import org.joml.Matrix4f;
import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Shadow;
@@ -27,6 +23,11 @@ import java.util.concurrent.Future;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.TimeoutException;
//#if MC >= 26.1
//$$ import com.llamalad7.mixinextras.injector.wrapmethod.WrapMethod;
//$$ import com.llamalad7.mixinextras.injector.wrapoperation.Operation;
//#endif
@Mixin(WorldRenderer.class)
public abstract class Mixin_ForceChunkLoading implements IForceChunkLoading {
private ForceChunkLoadingHook replayModRender_hook;
@@ -46,7 +47,8 @@ public abstract class Mixin_ForceChunkLoading implements IForceChunkLoading {
@Shadow @Final private ChunkRenderingDataPreparer field_45615;
//#if MC>=12109
//#if MC >= 26.1
//#elseif MC>=12109
//$$ @Shadow protected abstract void method_74752(Camera par1, Frustum par2, boolean par3);
//#else
@Shadow protected abstract void setupTerrain(Camera par1, Frustum par2, boolean par3, boolean par4);
@@ -60,6 +62,10 @@ public abstract class Mixin_ForceChunkLoading implements IForceChunkLoading {
@Shadow protected abstract void applyFrustum(Frustum par1);
//#if MC >= 26.1
//$$ @WrapMethod(method = "update")
//$$ private void forceAllChunks(Camera camera, Operation<Void> original) {
//#else
@Inject(method = "render", at = @At(value = "INVOKE", target = SETUP_TERRAIN))
private void forceAllChunks(
CallbackInfo ci,
@@ -68,10 +74,11 @@ public abstract class Mixin_ForceChunkLoading implements IForceChunkLoading {
//#endif
@Local(argsOnly = true) Camera camera
) {
if (replayModRender_hook == null) {
return;
}
if (FlawlessFrames.hasSodium()) {
//#endif
if (replayModRender_hook == null || FlawlessFrames.hasSodium()) {
//#if MC >= 26.1
//$$ original.call(camera);
//#endif
return;
}
@@ -85,7 +92,9 @@ public abstract class Mixin_ForceChunkLoading implements IForceChunkLoading {
boolean areWeDoneYet = true;
// Determine which chunks shall be visible
//#if MC>=12109
//#if MC >= 26.1
//$$ original.call(camera);
//#elseif MC>=12109
//$$ method_74752(camera, frustum, this.client.player.isSpectator());
//#else
setupTerrain(camera, this.frustum, this.capturedFrustum != null, this.client.player.isSpectator());
@@ -106,11 +115,13 @@ public abstract class Mixin_ForceChunkLoading implements IForceChunkLoading {
}
}
//#if MC < 26.1
// If that async processing did change the chunk graph, we need to re-apply the frustum (otherwise this is
// only done in the next setupTerrain call, which not happen this frame)
if (renderingData.method_52836()) {
this.applyFrustum((new Frustum(frustum)).coverBoxAroundSetPosition(8)); // call based on the one in setupTerrain
}
//#endif
// Schedule all chunks which need rebuilding (we schedule even important rebuilds because we wait for
// all of them anyway and this way we can take advantage of threading)