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diff --git a/src/main/kotlin/util/render/RenderInWorldContext.kt b/src/main/kotlin/util/render/RenderInWorldContext.kt
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+
+
+package moe.nea.firmament.util.render
+
+import com.mojang.blaze3d.systems.RenderSystem
+import io.github.notenoughupdates.moulconfig.platform.next
+import java.lang.Math.pow
+import org.joml.Matrix4f
+import org.joml.Vector3f
+import net.minecraft.client.gl.VertexBuffer
+import net.minecraft.client.render.BufferBuilder
+import net.minecraft.client.render.BufferRenderer
+import net.minecraft.client.render.Camera
+import net.minecraft.client.render.GameRenderer
+import net.minecraft.client.render.RenderLayer
+import net.minecraft.client.render.RenderPhase
+import net.minecraft.client.render.RenderTickCounter
+import net.minecraft.client.render.Tessellator
+import net.minecraft.client.render.VertexConsumerProvider
+import net.minecraft.client.render.VertexFormat
+import net.minecraft.client.render.VertexFormats
+import net.minecraft.client.texture.Sprite
+import net.minecraft.client.util.math.MatrixStack
+import net.minecraft.text.Text
+import net.minecraft.util.Identifier
+import net.minecraft.util.math.BlockPos
+import net.minecraft.util.math.Vec3d
+import moe.nea.firmament.events.WorldRenderLastEvent
+import moe.nea.firmament.util.FirmFormatters
+import moe.nea.firmament.util.MC
+
+@RenderContextDSL
+class RenderInWorldContext private constructor(
+ private val tesselator: Tessellator,
+ val matrixStack: MatrixStack,
+ private val camera: Camera,
+ private val tickCounter: RenderTickCounter,
+ val vertexConsumers: VertexConsumerProvider.Immediate,
+) {
+
+ object RenderLayers {
+ val TRANSLUCENT_TRIS = RenderLayer.of("firmament_translucent_tris",
+ VertexFormats.POSITION_COLOR,
+ VertexFormat.DrawMode.TRIANGLES,
+ RenderLayer.DEFAULT_BUFFER_SIZE,
+ false, true,
+ RenderLayer.MultiPhaseParameters.builder()
+ .depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
+ .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
+ .program(RenderPhase.COLOR_PROGRAM)
+ .build(false))
+ }
+
+ fun color(color: me.shedaniel.math.Color) {
+ color(color.red / 255F, color.green / 255f, color.blue / 255f, color.alpha / 255f)
+ }
+
+ fun color(red: Float, green: Float, blue: Float, alpha: Float) {
+ RenderSystem.setShaderColor(red, green, blue, alpha)
+ }
+
+ fun block(blockPos: BlockPos) {
+ matrixStack.push()
+ matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
+ buildCube(matrixStack.peek().positionMatrix, tesselator)
+ matrixStack.pop()
+ }
+
+ enum class VerticalAlign {
+ TOP, BOTTOM, CENTER;
+
+ fun align(index: Int, count: Int): Float {
+ return when (this) {
+ CENTER -> (index - count / 2F) * (1 + MC.font.fontHeight.toFloat())
+ BOTTOM -> (index - count) * (1 + MC.font.fontHeight.toFloat())
+ TOP -> (index) * (1 + MC.font.fontHeight.toFloat())
+ }
+ }
+ }
+
+ fun waypoint(position: BlockPos, vararg label: Text) {
+ text(
+ position.toCenterPos(),
+ *label,
+ Text.literal("§e${FirmFormatters.formatDistance(MC.player?.pos?.distanceTo(position.toCenterPos()) ?: 42069.0)}"),
+ background = 0xAA202020.toInt()
+ )
+ }
+
+ fun withFacingThePlayer(position: Vec3d, block: FacingThePlayerContext.() -> Unit) {
+ matrixStack.push()
+ matrixStack.translate(position.x, position.y, position.z)
+ val actualCameraDistance = position.distanceTo(camera.pos)
+ val distanceToMoveTowardsCamera = if (actualCameraDistance < 10) 0.0 else -(actualCameraDistance - 10.0)
+ val vec = position.subtract(camera.pos).multiply(distanceToMoveTowardsCamera / actualCameraDistance)
+ matrixStack.translate(vec.x, vec.y, vec.z)
+ matrixStack.multiply(camera.rotation)
+ matrixStack.scale(0.025F, -0.025F, 1F)
+
+ FacingThePlayerContext(this).run(block)
+
+ matrixStack.pop()
+ vertexConsumers.drawCurrentLayer()
+ }
+
+ fun sprite(position: Vec3d, sprite: Sprite, width: Int, height: Int) {
+ texture(
+ position, sprite.atlasId, width, height, sprite.minU, sprite.minV, sprite.maxU, sprite.maxV
+ )
+ }
+
+ fun texture(
+ position: Vec3d, texture: Identifier, width: Int, height: Int,
+ u1: Float, v1: Float,
+ u2: Float, v2: Float,
+ ) {
+ withFacingThePlayer(position) {
+ texture(texture, width, height, u1, v1, u2, v2)
+ }
+ }
+
+ fun text(position: Vec3d, vararg texts: Text, verticalAlign: VerticalAlign = VerticalAlign.CENTER, background: Int = 0x70808080) {
+ withFacingThePlayer(position) {
+ text(*texts, verticalAlign = verticalAlign, background = background)
+ }
+ }
+
+ fun tinyBlock(vec3d: Vec3d, size: Float) {
+ RenderSystem.setShader(GameRenderer::getPositionColorProgram)
+ matrixStack.push()
+ matrixStack.translate(vec3d.x, vec3d.y, vec3d.z)
+ matrixStack.scale(size, size, size)
+ matrixStack.translate(-.5, -.5, -.5)
+ buildCube(matrixStack.peek().positionMatrix, tesselator)
+ matrixStack.pop()
+ }
+
+ fun wireframeCube(blockPos: BlockPos, lineWidth: Float = 10F) {
+ RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
+ matrixStack.push()
+ RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(blockPos.toCenterPos()), 0.25).toFloat())
+ matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
+ buildWireFrameCube(matrixStack.peek(), tesselator)
+ matrixStack.pop()
+ }
+
+ fun line(vararg points: Vec3d, lineWidth: Float = 10F) {
+ line(points.toList(), lineWidth)
+ }
+
+ fun tracer(toWhere: Vec3d, lineWidth: Float = 3f) {
+ val cameraForward = Vector3f(0f, 0f, 1f).rotate(camera.rotation)
+ line(camera.pos.add(Vec3d(cameraForward)), toWhere, lineWidth = lineWidth)
+ }
+
+ fun line(points: List<Vec3d>, lineWidth: Float = 10F) {
+ RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
+ RenderSystem.lineWidth(lineWidth)
+ val buffer = tesselator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
+
+ val matrix = matrixStack.peek()
+ var lastNormal: Vector3f? = null
+ points.zipWithNext().forEach { (a, b) ->
+ val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
+ .sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
+ .normalize()
+ val lastNormal0 = lastNormal ?: normal
+ lastNormal = normal
+ buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
+ .color(-1)
+ .normal(matrix, lastNormal0.x, lastNormal0.y, lastNormal0.z)
+ .next()
+ buffer.vertex(matrix.positionMatrix, b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
+ .color(-1)
+ .normal(matrix, normal.x, normal.y, normal.z)
+ .next()
+ }
+
+ BufferRenderer.drawWithGlobalProgram(buffer.end())
+ }
+
+ companion object {
+ private fun doLine(
+ matrix: MatrixStack.Entry,
+ buf: BufferBuilder,
+ i: Float,
+ j: Float,
+ k: Float,
+ x: Float,
+ y: Float,
+ z: Float
+ ) {
+ val normal = Vector3f(x, y, z)
+ .sub(i, j, k)
+ .normalize()
+ buf.vertex(matrix.positionMatrix, i, j, k)
+ .normal(matrix, normal.x, normal.y, normal.z)
+ .color(-1)
+ .next()
+ buf.vertex(matrix.positionMatrix, x, y, z)
+ .normal(matrix, normal.x, normal.y, normal.z)
+ .color(-1)
+ .next()
+ }
+
+
+ private fun buildWireFrameCube(matrix: MatrixStack.Entry, tessellator: Tessellator) {
+ val buf = tessellator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
+
+ for (i in 0..1) {
+ for (j in 0..1) {
+ val i = i.toFloat()
+ val j = j.toFloat()
+ doLine(matrix, buf, 0F, i, j, 1F, i, j)
+ doLine(matrix, buf, i, 0F, j, i, 1F, j)
+ doLine(matrix, buf, i, j, 0F, i, j, 1F)
+ }
+ }
+ BufferRenderer.drawWithGlobalProgram(buf.end())
+ }
+
+ private fun buildCube(matrix: Matrix4f, tessellator: Tessellator) {
+ val buf = tessellator.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR)
+ buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
+ buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
+ RenderLayers.TRANSLUCENT_TRIS.draw(buf.end())
+ }
+
+
+ fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) {
+ RenderSystem.disableDepthTest()
+ RenderSystem.enableBlend()
+ RenderSystem.defaultBlendFunc()
+ RenderSystem.disableCull()
+
+ event.matrices.push()
+ event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z)
+
+ val ctx = RenderInWorldContext(
+ RenderSystem.renderThreadTesselator(),
+ event.matrices,
+ event.camera,
+ event.tickCounter,
+ event.vertexConsumers
+ )
+
+ block(ctx)
+
+ event.matrices.pop()
+
+ RenderSystem.setShaderColor(1F, 1F, 1F, 1F)
+ VertexBuffer.unbind()
+ RenderSystem.enableDepthTest()
+ RenderSystem.enableCull()
+ RenderSystem.disableBlend()
+ }
+ }
+}
+
+