The only thing we care about is the framebuffer size, cause that will differ
between game and progress gui rendering. The window size will be the same (real)
size for both.
This makes it work more like regular 360 mode and is generally more compatible
because it doesn't require the frustum culling workarounds which the GPU
solution needs.
In particular, this fixes frustum culling with newer sodium versions (which no
longer use the vanilla intersection checking method) and fixes the clouds on
modern Iris (which seems to be using a different shader program for clouds).
Should be more compatible with mods which replace the entire renderHand
method (thereby making our mixin non-applicable), at least as long as these mods
check `renderHand` as well (Iris explicitly does).
This will become important once #638 is fixed.
Forge naming strikes again, there's two different `updateCameraAndRender` in
1.14.4 forge, which lead us to use `updateCameraAndRender` for the older version
as well even though our desired method had a different name back then.
By simply replacing the private field with a concrete type, so we do not need to
manually register one when constructing the gson instance (which is evidently
too easy to forget about).
Similar to High Quality, it is too unpredictable, sometimes giving bad quality
and sometimes being unbearably slow. We should just encourage everyone to set
their bitrate manually.
Half the reason we swapped the render queue / settings parent relationship was
so we don't need to go through the settings screen to access the queue. But for
some reason I stopped half way through and didn't also move the "You need at
last two keyframes." popup. This commit rectifies that.
Iris derives that one from the frameStartNanos argument passed to the render
method and shaders usually use it to do animations. Prior to this commit we
always pass 0 which effectively froze any shader animations.
With this commit, we now compute the frameStartNanos based on the
FPS of the video we are rendering (so animations will happen in real time when
watching the video) or based on the time in the replay (so animations will
be influenced by playback speed / be frozen if the replay is frozen).
We default to the video time based approach because the replay time one may
produce undesirable results when it comes to things like motion blur and TAA.
In particular, Iris updates its frame counter and timer in the outer method, so
if we only call the inner one, then its shadows and sky will not update
properly.
Since the render method also renders the GUI, we set the current screen to null
and cancel the HUD during rendering. MC also clears the depth before rendering
the HUD, which we don't want because it breaks the depth map export, so we
cancel that as well.
This also allows Vanilla post-processing (aka Super Secret Settings, aka Vanilla
Shaders) as well as entity outlines to function properly cause those are applied
in that method as well.
Should have done this a long time ago but better late than never.
Closes#321
Creates a dedicated folder for each video and does not depend on ffmpeg, just
like the EXRWriter (but supporting all MC versions).
Also does 32 bit depth export by chunking the 32-bit float into the 8-bit BGRA
component channels.