Stop assuming that our render pipeline will only process RGB frames
For one, we have already switched to RGBA some time ago, so the name was technically incorrect already. But the main reason is that we'll want to use them for depth maps as well (and potentially maybe even for HDR images if that's possible with canvas?).
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@@ -3,14 +3,14 @@ package com.replaymod.render.blend;
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import com.replaymod.core.versions.MCVer;
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import com.replaymod.render.capturer.RenderInfo;
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import com.replaymod.render.capturer.WorldRenderer;
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import com.replaymod.render.frame.RGBFrame;
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import com.replaymod.render.frame.BitmapFrame;
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import com.replaymod.render.rendering.FrameCapturer;
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import com.replaymod.render.utils.ByteBufferPool;
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import de.johni0702.minecraft.gui.utils.lwjgl.Dimension;
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import java.io.IOException;
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public class BlendFrameCapturer implements FrameCapturer<RGBFrame> {
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public class BlendFrameCapturer implements FrameCapturer<BitmapFrame> {
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protected final WorldRenderer worldRenderer;
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protected final RenderInfo renderInfo;
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protected int framesDone;
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@@ -26,7 +26,7 @@ public class BlendFrameCapturer implements FrameCapturer<RGBFrame> {
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}
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@Override
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public RGBFrame process() {
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public BitmapFrame process() {
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if (framesDone == 0) {
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BlendState.getState().setup();
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}
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@@ -37,7 +37,7 @@ public class BlendFrameCapturer implements FrameCapturer<RGBFrame> {
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worldRenderer.renderWorld(MCVer.getRenderPartialTicks(), null);
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BlendState.getState().postFrame(framesDone);
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return new RGBFrame(framesDone++, new Dimension(0, 0), ByteBufferPool.allocate(0));
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return new BitmapFrame(framesDone++, new Dimension(0, 0), 0, ByteBufferPool.allocate(0));
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}
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@Override
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