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import net .fabricmc .fabric .api .client .rendering .v1 .WorldRenderContext ;
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import net .minecraft .client .MinecraftClient ;
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import net .minecraft .client .font .TextRenderer ;
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+ import net .minecraft .client .gl .ShaderProgramKeys ;
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import net .minecraft .client .render .*;
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import net .minecraft .client .render .block .entity .BeaconBlockEntityRenderer ;
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import net .minecraft .client .util .BufferAllocator ;
@@ -33,6 +34,8 @@ public static void renderFilled(WorldRenderContext context, BlockPos pos, float[
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Vec3d camera = context .camera ().getPos ();
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Tessellator tessellator = RenderSystem .renderThreadTesselator ();
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+ RenderSystem .setShader (ShaderProgramKeys .POSITION_COLOR );
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+ RenderSystem .setShaderColor (1f , 1f , 1f , 1f );
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RenderSystem .enableBlend ();
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RenderSystem .defaultBlendFunc ();
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RenderSystem .disableCull ();
@@ -43,7 +46,7 @@ public static void renderFilled(WorldRenderContext context, BlockPos pos, float[
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matrices .translate (-camera .getX (), -camera .getY (), -camera .getZ ());
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BufferBuilder buffer = tessellator .begin (VertexFormat .DrawMode .TRIANGLE_STRIP , VertexFormats .POSITION_COLOR );
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- WorldRenderer . renderFilledBox (matrices , buffer , pos .getX (), pos .getY (), pos .getZ (), pos .getX () + 1 , pos .getY () + 1 , pos .getZ () + 1 , colorComponents [0 ], colorComponents [1 ], colorComponents [2 ], alpha );
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+ VertexRendering . drawFilledBox (matrices , buffer , pos .getX (), pos .getY (), pos .getZ (), pos .getX () + 1 , pos .getY () + 1 , pos .getZ () + 1 , colorComponents [0 ], colorComponents [1 ], colorComponents [2 ], alpha );
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BufferRenderer .drawWithGlobalProgram (buffer .end ());
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matrices .pop ();
@@ -54,7 +57,7 @@ public static void renderFilled(WorldRenderContext context, BlockPos pos, float[
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public static void renderBeaconBeam (WorldRenderContext context , BlockPos pos , float [] colorComponents ) {
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context .matrixStack ().push ();
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context .matrixStack ().translate (pos .getX () - context .camera ().getPos ().x , pos .getY () - context .camera ().getPos ().y , pos .getZ () - context .camera ().getPos ().z );
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- BeaconBlockEntityRendererInvoker .renderBeam (context .matrixStack (), context .consumers (), context .tickCounter ().getTickDelta (true ), context .world ().getTime (), 0 , BeaconBlockEntityRenderer .MAX_BEAM_HEIGHT , ColorHelper .Argb . fromFloats (1f , colorComponents [0 ], colorComponents [1 ], colorComponents [2 ]));
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+ BeaconBlockEntityRendererInvoker .renderBeam (context .matrixStack (), context .consumers (), context .tickCounter ().getTickDelta (true ), context .world ().getTime (), 0 , BeaconBlockEntityRenderer .MAX_BEAM_HEIGHT , ColorHelper .fromFloats (1f , colorComponents [0 ], colorComponents [1 ], colorComponents [2 ]));
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context .matrixStack ().pop ();
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}
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@@ -70,7 +73,7 @@ public static void renderOutline(WorldRenderContext context, Box box, float[] co
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Vec3d camera = context .camera ().getPos ();
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Tessellator tessellator = RenderSystem .renderThreadTesselator ();
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- RenderSystem .setShader (GameRenderer :: getRenderTypeLinesProgram );
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+ RenderSystem .setShader (ShaderProgramKeys . RENDERTYPE_LINES );
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RenderSystem .setShaderColor (1f , 1f , 1f , 1f );
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RenderSystem .lineWidth (lineWidth );
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RenderSystem .disableCull ();
@@ -81,7 +84,7 @@ public static void renderOutline(WorldRenderContext context, Box box, float[] co
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matrices .translate (-camera .getX (), -camera .getY (), -camera .getZ ());
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BufferBuilder buffer = tessellator .begin (VertexFormat .DrawMode .LINES , VertexFormats .LINES );
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- WorldRenderer .drawBox (matrices , buffer , box , colorComponents [0 ], colorComponents [1 ], colorComponents [2 ], 1f );
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+ VertexRendering .drawBox (matrices , buffer , box , colorComponents [0 ], colorComponents [1 ], colorComponents [2 ], 1f );
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BufferRenderer .drawWithGlobalProgram (buffer .end ());
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matrices .pop ();
@@ -122,7 +125,7 @@ public static void renderLinesFromPoints(WorldRenderContext context, Vec3d[] poi
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GL11 .glEnable (GL11 .GL_LINE_SMOOTH );
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GL11 .glHint (GL11 .GL_LINE_SMOOTH_HINT , GL11 .GL_NICEST );
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- RenderSystem .setShader (GameRenderer :: getRenderTypeLinesProgram );
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+ RenderSystem .setShader (ShaderProgramKeys . RENDERTYPE_LINES );
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RenderSystem .setShaderColor (1f , 1f , 1f , 1f );
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RenderSystem .lineWidth (lineWidth );
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RenderSystem .enableBlend ();
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