/* * Firmament is a Hypixel Skyblock mod for modern Minecraft versions * Copyright (C) 2023 Linnea Gräf * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package moe.nea.firmament.util.render import com.mojang.blaze3d.systems.RenderSystem import org.joml.Matrix4f 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.VertexFormat import net.minecraft.client.render.VertexFormats import net.minecraft.client.util.math.MatrixStack import net.minecraft.util.math.BlockPos import net.minecraft.util.math.Vec3d class RenderBlockContext private constructor(private val tesselator: Tessellator, private val matrixStack: MatrixStack) { private val buffer = tesselator.buffer 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, buffer) tesselator.draw() matrixStack.pop() } fun tinyBlock(vec3d: Vec3d, size: Float) { 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() } companion object { 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 renderBlocks(matrices: MatrixStack, camera: Camera, block: RenderBlockContext. () -> Unit) { RenderSystem.disableDepthTest() RenderSystem.enableBlend() RenderSystem.defaultBlendFunc() RenderSystem.setShader(GameRenderer::getPositionColorProgram) matrices.push() matrices.translate(-camera.pos.x, -camera.pos.y, -camera.pos.z) val ctx = RenderBlockContext(Tessellator.getInstance(), matrices) block(ctx) matrices.pop() RenderSystem.setShaderColor(1F,1F,1F,1F) VertexBuffer.unbind() RenderSystem.enableDepthTest() RenderSystem.disableBlend() } } }