Fix GameRenderer capturing the wrong matrices

This commit is contained in:
shedaniel
2022-02-05 00:53:22 +08:00
parent 140f8d857b
commit 6e314cea09

View File

@@ -50,8 +50,8 @@ public abstract class MixinGameRenderer013 {
@Inject(method = "render(FJZ)V",
at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/screens/Screen;render(Lcom/mojang/blaze3d/vertex/PoseStack;IIF)V",
ordinal = 0), locals = LocalCapture.CAPTURE_FAILEXCEPTION, cancellable = true)
public void renderScreenPre(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, Window window, Matrix4f matrix, PoseStack matrices) {
if (ClientGuiEvent.RENDER_PRE.invoker().render(minecraft.screen, matrices, mouseX, mouseY, minecraft.getDeltaFrameTime()).isFalse()) {
public void renderScreenPre(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, Window window, Matrix4f matrix, PoseStack matrices, PoseStack matrices2) {
if (ClientGuiEvent.RENDER_PRE.invoker().render(minecraft.screen, matrices2, mouseX, mouseY, minecraft.getDeltaFrameTime()).isFalse()) {
ci.cancel();
}
}
@@ -59,8 +59,8 @@ public abstract class MixinGameRenderer013 {
@Inject(method = "render(FJZ)V",
at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/screens/Screen;render(Lcom/mojang/blaze3d/vertex/PoseStack;IIF)V",
shift = At.Shift.AFTER, ordinal = 0), locals = LocalCapture.CAPTURE_FAILEXCEPTION)
public void renderScreenPost(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, Window window, Matrix4f matrix, PoseStack matrices) {
ClientGuiEvent.RENDER_POST.invoker().render(minecraft.screen, matrices, mouseX, mouseY, minecraft.getDeltaFrameTime());
public void renderScreenPost(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, Window window, Matrix4f matrix, PoseStack matrices, PoseStack matrices2) {
ClientGuiEvent.RENDER_POST.invoker().render(minecraft.screen, matrices2, mouseX, mouseY, minecraft.getDeltaFrameTime());
}
@Inject(method = "reloadShaders",