/* * SPDX-FileCopyrightText: 2023 Linnea Gräf * * SPDX-License-Identifier: GPL-3.0-or-later */ package moe.nea.firmament.util.render import com.mojang.blaze3d.systems.RenderSystem import java.lang.Math.pow import java.lang.Math.toRadians import org.joml.Matrix4f import org.joml.Vector3f import kotlin.math.tan import net.minecraft.client.gl.VertexBuffer import net.minecraft.client.render.BufferBuilder import net.minecraft.client.render.Camera import net.minecraft.client.render.GameRenderer 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.client.util.math.MatrixStack.Entry 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.mixins.accessor.AccessorGameRenderer 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 tickDelta: Float, val vertexConsumers: VertexConsumerProvider.Immediate, ) { private val buffer = tesselator.buffer val effectiveFov = (MC.instance.gameRenderer as AccessorGameRenderer).getFov_firmament(camera, tickDelta, true) val effectiveFovScaleFactor = 1 / tan(toRadians(effectiveFov) / 2) fun color(red: Float, green: Float, blue: Float, alpha: Float) { RenderSystem.setShaderColor(red, green, blue, alpha) } fun block(blockPos: BlockPos) { RenderSystem.setShader(GameRenderer::getPositionColorProgram) matrixStack.push() matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat()) buildCube(matrixStack.peek().positionMatrix, buffer) tesselator.draw() 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, label: Text) { text( position.toCenterPos(), label, Text.literal("§e${FirmFormatters.formatDistance(MC.player?.pos?.distanceTo(position.toCenterPos()) ?: 42069.0)}") ) } 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) { withFacingThePlayer(position) { text(*texts, verticalAlign = verticalAlign) } } 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, buffer) tesselator.draw() 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(), buffer) tesselator.draw() matrixStack.pop() } fun line(vararg points: Vec3d, lineWidth: Float = 10F) { line(points.toList(), lineWidth) } fun line(points: List, lineWidth: Float = 10F) { RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram) RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(points.first()), 0.25).toFloat()) buffer.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES) buffer.fixedColor(255, 255, 255, 255) points.zipWithNext().forEach { (a, b) -> doLine(matrixStack.peek(), buffer, a.x, a.y, a.z, b.x, b.y, b.z) } buffer.unfixColor() tesselator.draw() } companion object { private fun doLine( matrix: Entry, buf: BufferBuilder, i: Number, j: Number, k: Number, x: Number, y: Number, z: Number ) { val normal = Vector3f(x.toFloat(), y.toFloat(), z.toFloat()) .sub(i.toFloat(), j.toFloat(), k.toFloat()) .normalize() buf.vertex(matrix.positionMatrix, i.toFloat(), j.toFloat(), k.toFloat()) .normal(matrix.normalMatrix, normal.x, normal.y, normal.z).next() buf.vertex(matrix.positionMatrix, x.toFloat(), y.toFloat(), z.toFloat()) .normal(matrix.normalMatrix, normal.x, normal.y, normal.z).next() } private fun buildWireFrameCube(matrix: MatrixStack.Entry, buf: BufferBuilder) { buf.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES) buf.fixedColor(255, 255, 255, 255) for (i in 0..1) { for (j in 0..1) { doLine(matrix, buf, 0, i, j, 1, i, j) doLine(matrix, buf, i, 0, j, i, 1, j) doLine(matrix, buf, i, j, 0, i, j, 1) } } buf.unfixColor() } private fun buildCube(matrix: Matrix4f, buf: BufferBuilder) { buf.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR) buf.fixedColor(255, 255, 255, 255) buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() buf.unfixColor() } 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.tickDelta, event.vertexConsumers ) block(ctx) event.matrices.pop() RenderSystem.setShaderColor(1F, 1F, 1F, 1F) VertexBuffer.unbind() RenderSystem.enableDepthTest() RenderSystem.enableCull() RenderSystem.disableBlend() } } }