package moe.nea.notenoughupdates.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() } } }