Migrate Carpet Mixin names to mojang mappings
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@@ -0,0 +1,47 @@
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package carpet.mixins;
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import carpet.network.CarpetClient;
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import carpet.script.utils.ShapesRenderer;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.math.Matrix4f;
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import net.minecraft.client.Camera;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.client.renderer.LevelRenderer;
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import net.minecraft.client.renderer.LightTexture;
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import net.minecraft.client.renderer.RenderBuffers;
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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.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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@Mixin(LevelRenderer.class)
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public class LevelRenderer_scarpetRenderMixin
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{
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@Inject(method = "<init>", at = @At("RETURN"))
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private void addRenderers(Minecraft client, RenderBuffers bufferBuilders, CallbackInfo ci)
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{
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CarpetClient.shapes = new ShapesRenderer(client);
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}
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@Inject(method = "renderLevel", at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/client/renderer/Sheets;translucentCullBlockSheet()Lnet/minecraft/client/renderer/RenderType;", shift = At.Shift.BEFORE
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//target = "Lnet/minecraft/client/render/RenderLayer;getWaterMask()Lnet/minecraft/client/render/RenderLayer;", shift = At.Shift.AFTER
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//target = "Lnet/minecraft/client/render/BufferBuilderStorage;getEffectVertexConsumers()Lnet/minecraft/client/render/VertexConsumerProvider$Immediate;", shift = At.Shift.BEFORE
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//target = "Lnet/minecraft/client/render/WorldRenderer;renderChunkDebugInfo(Lnet/minecraft/client/render/Camera;)V", shift = At.Shift.AFTER
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//target = "Lnet/minecraft/client/render/BackgroundRenderer;method_23792()V", shift = At.Shift.AFTER
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//target = "Lnet/minecraft/client/render/BufferBuilderStorage;getEntityVertexConsumers()Lnet/minecraft/client/render/VertexConsumerProvider$Immediate;", shift = At.Shift.AFTER
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//target = "Lnet/minecraft/client/render/WorldRenderer;renderChunkDebugInfo(Lnet/minecraft/client/render/Camera;)V", shift = At.Shift.AFTER // before return
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))
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private void renderScarpetThings(PoseStack matrices, float tickDelta, long limitTime, boolean renderBlockOutline, Camera camera, GameRenderer gameRenderer, LightTexture lightmapTextureManager, Matrix4f matrix4f, CallbackInfo ci)
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{
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// in normal circumstances we want to render shapes at the very end so it appears correctly behind stuff.
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// we might actually not need to play with render hooks here.
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//if (!FabricAPIHooks.WORLD_RENDER_EVENTS && CarpetClient.shapes != null )
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if (CarpetClient.shapes != null)
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{
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CarpetClient.shapes.render(matrices, camera, tickDelta);
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}
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}
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}
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