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author | inglettronald <inglettronald@gmail.com> | 2023-06-16 11:56:00 -0500 |
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committer | inglettronald <inglettronald@gmail.com> | 2023-06-16 11:56:00 -0500 |
commit | b56cf5d2a1aa1864b43acae69aedde676afafd57 (patch) | |
tree | bac77a8cc0bd639b0f4e798bab53e1ad6c79b49b /src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt | |
parent | 2b93c22070564ed3ad31cd1862c65185b79c1a78 (diff) | |
download | DulkirMod-Fabric-b56cf5d2a1aa1864b43acae69aedde676afafd57.tar.gz DulkirMod-Fabric-b56cf5d2a1aa1864b43acae69aedde676afafd57.tar.bz2 DulkirMod-Fabric-b56cf5d2a1aa1864b43acae69aedde676afafd57.zip |
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Diffstat (limited to 'src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt')
-rw-r--r-- | src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt b/src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt index aa0b05c..d14c11b 100644 --- a/src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt +++ b/src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt @@ -43,6 +43,11 @@ object WorldRenderUtils { .next() } + /** + * Draws a box in world space, given the coordinates of the box, thickness of the lines, and color. + * TODO: write a more custom rendering function so we don't have to do this ugly translation of + * Minecraft's screen space rendering logic to a world space rendering function. + */ fun drawBox( context: WorldRenderContext, box: Box, @@ -103,4 +108,94 @@ object WorldRenderUtils { RenderSystem.enableCull() matrices.pop() } + + /** + * This draw line function is intended to be used for drawing very few lines, as it's not the most efficient. + * For drawing many lines in a series, save them to an array and use the drawLineArray function. + */ + fun drawLine(context: WorldRenderContext, startPos: Vec3d, endPos: Vec3d, color: Color, thickness: Float, depthTest: Boolean = true) { + val matrices = context.matrixStack() + matrices.push() + val prevShader = RenderSystem.getShader() + RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram) + RenderSystem.disableBlend() + RenderSystem.disableCull() + // RenderSystem.defaultBlendFunc() + RenderSystem.setShaderColor(color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f) + if (!depthTest) { + RenderSystem.disableDepthTest() + RenderSystem.depthMask(false) + } else { + RenderSystem.enableDepthTest() + } + matrices.translate(-context.camera().pos.x, -context.camera().pos.y, -context.camera().pos.z) + val tess = RenderSystem.renderThreadTesselator() + val buf = tess.buffer + val me = matrices.peek() + + buf.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES) + buf.fixedColor(255, 255, 255, 255) + + line(me, buf, startPos.x.toFloat(), startPos.y.toFloat(), startPos.z.toFloat(), endPos.x.toFloat(), endPos.y.toFloat(), endPos.z.toFloat(), thickness) + + buf.unfixColor() + tess.draw() + + RenderSystem.depthMask(true) + RenderSystem.enableDepthTest() + RenderSystem.enableBlend() + RenderSystem.setShaderColor( + 1f, 1f, 1f, 1f + ) + RenderSystem.setShader { prevShader } + RenderSystem.enableCull() + matrices.pop() + } + + /** + * This function is intended to be used for drawing many lines in a series, as it's more efficient than the + * drawLine function being called many times in series. + */ + fun drawLineArray(context: WorldRenderContext, posArr: List<Vec3d>, color: Color, thickness: Float, depthTest: Boolean = true) { + val matrices = context.matrixStack() + matrices.push() + val prevShader = RenderSystem.getShader() + RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram) + RenderSystem.disableBlend() + RenderSystem.disableCull() + // RenderSystem.defaultBlendFunc() + RenderSystem.setShaderColor(color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f) + if (!depthTest) { + RenderSystem.disableDepthTest() + RenderSystem.depthMask(false) + } else { + RenderSystem.enableDepthTest() + } + matrices.translate(-context.camera().pos.x, -context.camera().pos.y, -context.camera().pos.z) + val tess = RenderSystem.renderThreadTesselator() + val buf = tess.buffer + val me = matrices.peek() + + buf.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES) + buf.fixedColor(255, 255, 255, 255) + + for (i in 0 until posArr.size - 1) { + val startPos = posArr[i] + val endPos = posArr[i + 1] + line(me, buf, startPos.x.toFloat(), startPos.y.toFloat(), startPos.z.toFloat(), endPos.x.toFloat(), endPos.y.toFloat(), endPos.z.toFloat(), thickness) + } + + buf.unfixColor() + tess.draw() + + RenderSystem.depthMask(true) + RenderSystem.enableDepthTest() + RenderSystem.enableBlend() + RenderSystem.setShaderColor( + 1f, 1f, 1f, 1f + ) + RenderSystem.setShader { prevShader } + RenderSystem.enableCull() + matrices.pop() + } }
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