Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
ecd254cb78 | ||
|
|
d559c0c56a | ||
|
|
05aace294e |
@@ -5,7 +5,7 @@ org.gradle.configuration-cache=false
|
||||
|
||||
# Mod
|
||||
mod_id=video_player
|
||||
mod_version=0.4.21
|
||||
mod_version=0.4.24
|
||||
maven_group=com.ejclaw.videoplayer
|
||||
archives_base_name=video_player
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@ import net.fabricmc.fabric.api.event.player.AttackBlockCallback;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.player.LocalPlayer;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.sounds.SoundSource;
|
||||
import net.minecraft.world.InteractionResult;
|
||||
import net.minecraft.world.phys.Vec3;
|
||||
|
||||
@@ -89,17 +90,26 @@ public class VideoPlayerClient implements ClientModInitializer {
|
||||
* Distance is measured from the player's eye to the <em>panel center</em>, not the anchor
|
||||
* block corner — for a 4×4 panel the corner is ~2 blocks off from where the screen visually
|
||||
* sits, which made the audio feel like it was off to the side.
|
||||
*
|
||||
* <p>Gain is also gated by the Minecraft sound options so the in-game sliders work as
|
||||
* expected: vanilla {@code SoundEngine.calculateVolume} multiplies by master × category, so
|
||||
* we do the same with {@link SoundSource#PLAYERS} as the category. Result: dragging the
|
||||
* "Players" slider in Options → Music & Sounds attenuates video audio just like other
|
||||
* player sounds, and "Master" still gates everything.
|
||||
*/
|
||||
private static void updateDistanceGains(Minecraft client) {
|
||||
LocalPlayer p = client.player;
|
||||
if (p == null || client.level == null) return;
|
||||
Vec3 eye = p.getEyePosition();
|
||||
float masterVol = client.options.getSoundSourceVolume(SoundSource.MASTER);
|
||||
float playersVol = client.options.getSoundSourceVolume(SoundSource.PLAYERS);
|
||||
float categoryScale = masterVol * playersVol;
|
||||
for (BlockPos pos : VideoPlayback.activePositions()) {
|
||||
if (!(client.level.getBlockEntity(pos) instanceof VideoAnchorBlockEntity be)) continue;
|
||||
Vec3 center = be.panelCenter();
|
||||
double d = center.distanceTo(eye);
|
||||
float attenuation = (float) Math.max(0.0, Math.min(1.0, 1.0 - d / 16.0));
|
||||
float gain = be.isMuted() ? 0F : be.getVolume() * attenuation;
|
||||
float gain = be.isMuted() ? 0F : be.getVolume() * attenuation * categoryScale;
|
||||
VideoPlayback.setGain(pos, gain);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,11 @@ package com.ejclaw.videoplayer.block;
|
||||
import com.ejclaw.videoplayer.registry.VideoPlayerBlockEntities;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.core.HolderLookup;
|
||||
import net.minecraft.nbt.CompoundTag;
|
||||
import net.minecraft.network.protocol.Packet;
|
||||
import net.minecraft.network.protocol.game.ClientGamePacketListener;
|
||||
import net.minecraft.network.protocol.game.ClientboundBlockEntityDataPacket;
|
||||
import net.minecraft.world.level.block.entity.BlockEntity;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.world.level.storage.ValueInput;
|
||||
@@ -123,6 +127,35 @@ public class VideoAnchorBlockEntity extends BlockEntity {
|
||||
out.putBoolean("autoplay", autoplay);
|
||||
}
|
||||
|
||||
/**
|
||||
* Vanilla chunk-load BE sync. The base implementation returns an empty tag, which means
|
||||
* when a client first sees this BE (chunk loads or player walks into range) it gets default
|
||||
* values — url="" in particular makes the renderer no-op and the panel appears invisible.
|
||||
*
|
||||
* <p>Returning {@link #toNbt()} here carries the custom fields in the vanilla packet, so
|
||||
* we don't depend on the {@code SyncAnchorPayload} arriving before the chunk's block-update
|
||||
* packet (there's a race: {@code level.setBlock} queues a deferred chunk broadcast while
|
||||
* {@code ServerPlayNetworking.send} writes immediately; if the payload wins, the client
|
||||
* drops it because the BE doesn't exist yet, then the chunk packet creates the BE with
|
||||
* defaults). It also fixes "player walks far away and comes back" — that path has no
|
||||
* SyncAnchorPayload at all, just vanilla chunk re-sync.
|
||||
*/
|
||||
@Override
|
||||
public CompoundTag getUpdateTag(HolderLookup.Provider provider) {
|
||||
return toNbt();
|
||||
}
|
||||
|
||||
/**
|
||||
* Triggers a {@link ClientboundBlockEntityDataPacket} whenever the chunk tracker decides
|
||||
* this BE needs to push an update. Default implementation returns {@code null} (no packet
|
||||
* sent on BE change). Combined with {@link #getUpdateTag} above, every BE-state change a
|
||||
* client sees carries the full config.
|
||||
*/
|
||||
@Override
|
||||
public Packet<ClientGamePacketListener> getUpdatePacket() {
|
||||
return ClientboundBlockEntityDataPacket.create(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void loadAdditional(ValueInput in) {
|
||||
super.loadAdditional(in);
|
||||
|
||||
@@ -31,8 +31,19 @@ import org.joml.Matrix4f;
|
||||
@Environment(EnvType.CLIENT)
|
||||
public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlockEntity, VideoAnchorRenderer.State> {
|
||||
|
||||
/** Tiny outward offset so the quad doesn't z-fight with the wall. */
|
||||
private static final float SURFACE_EPSILON = 0.001F;
|
||||
/**
|
||||
* Outward offset so the quad doesn't z-fight with the wall it sits on.
|
||||
*
|
||||
* <p>Depth-buffer precision drops with the square of view distance: with near=0.05 and
|
||||
* 24-bit depth, the smallest resolvable step at 30 blocks is ~1mm, and ~12mm at 100
|
||||
* blocks. The old 0.001 (1mm) offset was right at the precision boundary at ~30 blocks
|
||||
* — which is exactly the distance users started seeing the wall texture flicker through
|
||||
* the video panel once {@code render_distance_blocks} was raised past the default.
|
||||
*
|
||||
* <p>2cm gives ~20× margin at 30 blocks and is still visually unnoticeable up close
|
||||
* (~3% of a block thickness).
|
||||
*/
|
||||
private static final float SURFACE_EPSILON = 0.02F;
|
||||
|
||||
public VideoAnchorRenderer(BlockEntityRendererProvider.Context ctx) {
|
||||
// no-op
|
||||
@@ -75,7 +86,12 @@ public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlock
|
||||
pose.translate(-0.5F, -0.5F, -0.5F + SURFACE_EPSILON);
|
||||
|
||||
final Matrix4f mat = new Matrix4f(pose.last().pose());
|
||||
RenderType rt = RenderTypes.entityCutout(tex);
|
||||
// entitySolid (not entityCutout): video frames come from swscale → AV_PIX_FMT_RGBA with
|
||||
// alpha hard-set to 255, so there is no alpha-tested cutout. Cutout's alpha-discard step
|
||||
// adds nothing here and makes distant sampling unstable — without mipmaps on a dynamic
|
||||
// texture, neighbouring texels can shimmer above/below the discard threshold at sub-pixel
|
||||
// sampling rates, contributing to the flicker users see once render distance is raised.
|
||||
RenderType rt = RenderTypes.entitySolid(tex);
|
||||
collector.submitCustomGeometry(pose, rt, (poseUnused, vc) -> {
|
||||
// Single-sided: the back of the anchor is by design pressed against the wall the
|
||||
// player clicked, so a back face is pure GPU waste. Halves the fragment shader work
|
||||
|
||||
Reference in New Issue
Block a user