Blur the glass backdrop once the frame's world is drawn on 26.x

From 26.1 the GUI is built before the frame is drawn. The glass copies
the main framebuffer while the GUI is built, so it copied the last
frame, glass included, and each frame blurred the previous blur until
it bloomed.

On 26.1+ captureBackdrop now only prepares the backdrop and queues its
blur. GuiRendererMixin copies and blurs the queued backdrops as the GUI
renderer is about to draw, with the world and panorama drawn and no GUI
yet. Pending backdrops are never released before they're drawn.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
2026-09-30 21:46:14 +02:00
co-authored by claude
parent 6b1b79062c
commit 86f326a8b4
2 changed files with 60 additions and 5 deletions
@@ -17,7 +17,11 @@ package org.saturnclient.impl.ui;
//? if >=1.21.6 {
import java.io.Reader;
import java.util.HashMap;
//? if >=26.1
//import java.util.LinkedHashSet;
import java.util.Map;
//? if >=26.1
//import java.util.Set;
import com.google.gson.JsonElement;
import com.google.gson.JsonObject;
@@ -85,13 +89,24 @@ public final class GlassRenderer {
private GlassRenderer() {
}
// From 26.1 the GUI is built before the frame's world is drawn, so the main framebuffer still
// holds the last frame, glass included. The copies wait until the GUI renderer is about to draw
// (GuiRendererMixin), when it holds this frame's world and panorama.
//? if >=26.1 {
/*private static final Set<Integer> PENDING = new LinkedHashSet<>();
*///?}
private static RenderTarget mainTarget() {
//? if >=26.2 {
/*return SaturnClient.client.gameRenderer.mainRenderTarget();
*///?} else
return SaturnClient.client.getMainRenderTarget();
}
// Copies the main framebuffer and blurs the copy by blur. Call once a frame for each blur, while
// the screen builds its GUI, before drawing glass with it.
public static void captureBackdrop(int blur) {
//? if >=26.2 {
/*RenderTarget main = SaturnClient.client.gameRenderer.mainRenderTarget();
*///?} else
RenderTarget main = SaturnClient.client.getMainRenderTarget();
RenderTarget main = mainTarget();
int width = main.width;
int height = main.height;
@@ -108,6 +123,29 @@ public final class GlassRenderer {
//? if <1.21.11
//backdrop.getColorTexture().setTextureFilter(FilterMode.LINEAR, false);
//? if >=26.1 {
/*PENDING.add(blur);
}
// Copies and blurs the backdrops the GUI asked for this frame. GuiRendererMixin calls it once the
// world and the panorama are drawn, before the GUI.
public static void blurPendingBackdrops() {
RenderTarget main = mainTarget();
for (int blur : PENDING) {
TextureTarget backdrop = BACKDROPS.get(blur);
// The GUI already refers to the backdrop's texture, so after a resize it keeps the last
// frame's until the next one.
if (backdrop != null && backdrop.width == main.width && backdrop.height == main.height) {
blurBackdrop(main, backdrop, blur);
}
}
PENDING.clear();
}
private static void blurBackdrop(RenderTarget main, TextureTarget backdrop, int blur) {
int width = main.width;
int height = main.height;
*///?}
RenderSystem.getDevice().createCommandEncoder().copyTextureToTexture(
main.getColorTexture(), backdrop.getColorTexture(), 0, 0, 0, 0, 0, width, height);
@@ -132,6 +170,9 @@ public final class GlassRenderer {
private static void release(int kept) {
BACKDROPS.entrySet().removeIf(entry -> {
boolean unused = entry.getKey() != kept && !isSet(entry.getKey());
// The GUI already refers to this frame's pending backdrops.
//? if >=26.1
//unused &= !PENDING.contains(entry.getKey());
if (unused) {
entry.getValue().destroyBuffers();
}
@@ -139,6 +180,9 @@ public final class GlassRenderer {
});
BLURS.entrySet().removeIf(entry -> {
boolean unused = entry.getKey() != kept && !isSet(entry.getKey());
// The GUI already refers to this frame's pending backdrops.
//? if >=26.1
//unused &= !PENDING.contains(entry.getKey());
if (unused && entry.getValue() != null) {
entry.getValue().close();
}
@@ -5,16 +5,20 @@ package org.saturnclient.saturnclient.mixin;
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
import net.minecraft.client.gui.render.GuiRenderer;
import net.minecraft.client.renderer.CubeMap;
import org.saturnclient.impl.ui.GlassRenderer;
import org.saturnclient.impl.ui.SaturnScreenFabric;
import org.saturnclient.impl.ui.Screens;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
*///?} else
import net.minecraft.client.Minecraft;
import org.spongepowered.asm.mixin.Mixin;
/**
* From 26.1 GuiRenderer draws the menu panorama from its own cube map, which is vanilla's. While a
* Saturn screen is open, this draws Saturn's panorama instead. Before 26.1 SaturnScreenFabric draws
* Saturn screen is open, this draws Saturn's panorama instead. It also blurs the glass backdrops
* once the panorama is drawn. Before 26.1 SaturnScreenFabric draws
* the panorama itself, so this mixin is empty there, and it targets Minecraft because GuiRenderer
* doesn't exist before 1.21.6. It stays registered, keeping saturnclient.mixins.json the same for
* every version.
@@ -27,6 +31,13 @@ public class GuiRendererMixin {
boolean saturnScreen = Screens.current() instanceof SaturnScreenFabric;
original.call(saturnScreen ? SaturnScreenFabric.PANORAMA_RENDERER : cubeMap, xRot, yRot);
}
// The glass backdrops are copied here, with the frame's world and panorama drawn and the GUI not
// yet: the GUI is built before the frame is drawn (see GlassRenderer).
@Inject(method = "render", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/render/GuiRenderer;prepare()V"))
private void saturn$blurGlassBackdrops(CallbackInfo ci) {
GlassRenderer.blurPendingBackdrops();
}
}
*///?} else {
@Mixin(Minecraft.class)