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2 Commits
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d559c0c56a | ||
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05aace294e |
@@ -5,7 +5,7 @@ org.gradle.configuration-cache=false
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# Mod
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mod_id=video_player
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mod_version=0.4.21
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mod_version=0.4.23
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maven_group=com.ejclaw.videoplayer
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archives_base_name=video_player
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@@ -20,6 +20,7 @@ import net.fabricmc.fabric.api.event.player.AttackBlockCallback;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.player.LocalPlayer;
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import net.minecraft.core.BlockPos;
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import net.minecraft.sounds.SoundSource;
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import net.minecraft.world.InteractionResult;
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import net.minecraft.world.phys.Vec3;
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@@ -89,17 +90,26 @@ public class VideoPlayerClient implements ClientModInitializer {
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* Distance is measured from the player's eye to the <em>panel center</em>, not the anchor
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* block corner — for a 4×4 panel the corner is ~2 blocks off from where the screen visually
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* sits, which made the audio feel like it was off to the side.
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*
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* <p>Gain is also gated by the Minecraft sound options so the in-game sliders work as
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* expected: vanilla {@code SoundEngine.calculateVolume} multiplies by master × category, so
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* we do the same with {@link SoundSource#PLAYERS} as the category. Result: dragging the
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* "Players" slider in Options → Music & Sounds attenuates video audio just like other
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* player sounds, and "Master" still gates everything.
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*/
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private static void updateDistanceGains(Minecraft client) {
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LocalPlayer p = client.player;
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if (p == null || client.level == null) return;
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Vec3 eye = p.getEyePosition();
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float masterVol = client.options.getSoundSourceVolume(SoundSource.MASTER);
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float playersVol = client.options.getSoundSourceVolume(SoundSource.PLAYERS);
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float categoryScale = masterVol * playersVol;
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for (BlockPos pos : VideoPlayback.activePositions()) {
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if (!(client.level.getBlockEntity(pos) instanceof VideoAnchorBlockEntity be)) continue;
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Vec3 center = be.panelCenter();
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double d = center.distanceTo(eye);
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float attenuation = (float) Math.max(0.0, Math.min(1.0, 1.0 - d / 16.0));
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float gain = be.isMuted() ? 0F : be.getVolume() * attenuation;
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float gain = be.isMuted() ? 0F : be.getVolume() * attenuation * categoryScale;
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VideoPlayback.setGain(pos, gain);
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}
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}
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@@ -31,8 +31,19 @@ import org.joml.Matrix4f;
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@Environment(EnvType.CLIENT)
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public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlockEntity, VideoAnchorRenderer.State> {
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/** Tiny outward offset so the quad doesn't z-fight with the wall. */
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private static final float SURFACE_EPSILON = 0.001F;
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/**
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* Outward offset so the quad doesn't z-fight with the wall it sits on.
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*
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* <p>Depth-buffer precision drops with the square of view distance: with near=0.05 and
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* 24-bit depth, the smallest resolvable step at 30 blocks is ~1mm, and ~12mm at 100
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* blocks. The old 0.001 (1mm) offset was right at the precision boundary at ~30 blocks
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* — which is exactly the distance users started seeing the wall texture flicker through
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* the video panel once {@code render_distance_blocks} was raised past the default.
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*
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* <p>2cm gives ~20× margin at 30 blocks and is still visually unnoticeable up close
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* (~3% of a block thickness).
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*/
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private static final float SURFACE_EPSILON = 0.02F;
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public VideoAnchorRenderer(BlockEntityRendererProvider.Context ctx) {
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// no-op
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@@ -75,7 +86,12 @@ public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlock
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pose.translate(-0.5F, -0.5F, -0.5F + SURFACE_EPSILON);
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final Matrix4f mat = new Matrix4f(pose.last().pose());
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RenderType rt = RenderTypes.entityCutout(tex);
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// entitySolid (not entityCutout): video frames come from swscale → AV_PIX_FMT_RGBA with
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// alpha hard-set to 255, so there is no alpha-tested cutout. Cutout's alpha-discard step
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// adds nothing here and makes distant sampling unstable — without mipmaps on a dynamic
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// texture, neighbouring texels can shimmer above/below the discard threshold at sub-pixel
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// sampling rates, contributing to the flicker users see once render distance is raised.
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RenderType rt = RenderTypes.entitySolid(tex);
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collector.submitCustomGeometry(pose, rt, (poseUnused, vc) -> {
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// Single-sided: the back of the anchor is by design pressed against the wall the
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// player clicked, so a back face is pure GPU waste. Halves the fragment shader work
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