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-rw-r--r--src/main/kotlin/com/dulkirfabric/util/render/WorldRenderUtils.kt27
1 files changed, 16 insertions, 11 deletions
diff --git a/src/main/kotlin/com/dulkirfabric/util/render/WorldRenderUtils.kt b/src/main/kotlin/com/dulkirfabric/util/render/WorldRenderUtils.kt
index d779c23..d1cdab1 100644
--- a/src/main/kotlin/com/dulkirfabric/util/render/WorldRenderUtils.kt
+++ b/src/main/kotlin/com/dulkirfabric/util/render/WorldRenderUtils.kt
@@ -41,10 +41,10 @@ object WorldRenderUtils {
private fun line(matrix: MatrixStack.Entry, buffer: BufferBuilder, from: Vector3f, to: Vector3f) {
val normal = to.sub(from, Vector3f()).mul(-1F)
- buffer.vertex(matrix.positionMatrix, from.x, from.y, from.z)
- .normal(matrix.normalMatrix, normal.x, normal.y, normal.z).next()
- buffer.vertex(matrix.positionMatrix, to.x, to.y, to.z)
- .normal(matrix.normalMatrix, normal.x, normal.y, normal.z)
+ buffer.vertex(matrix, from.x, from.y, from.z)
+ .normal(matrix, normal.x, normal.y, normal.z).next()
+ buffer.vertex(matrix, to.x, to.y, to.z)
+ .normal(matrix, normal.x, normal.y, normal.z)
.next()
}
@@ -60,7 +60,7 @@ object WorldRenderUtils {
thickness: Float,
depthTest: Boolean = true
) {
- val matrices = context.matrixStack()
+ val matrices = context.assertHasMatrixStack() ?: return
matrices.push()
val prevShader = RenderSystem.getShader()
RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
@@ -114,12 +114,17 @@ object WorldRenderUtils {
matrices.pop()
}
+ fun WorldRenderContext.assertHasMatrixStack(): MatrixStack? {
+ assert(matrixStack() != null)
+ return matrixStack()
+ }
+
/**
* 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()
+ val matrices = context.assertHasMatrixStack() ?: return
matrices.push()
val prevShader = RenderSystem.getShader()
RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
@@ -162,7 +167,7 @@ object WorldRenderUtils {
* 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()
+ val matrices = context.assertHasMatrixStack() ?: return
matrices.push()
val prevShader = RenderSystem.getShader()
RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
@@ -217,6 +222,7 @@ object WorldRenderUtils {
depthTest: Boolean = true,
scale: Float = 1f
) {
+ val matrices = context.assertHasMatrixStack() ?: return
if (!depthTest) {
RenderSystem.disableDepthTest()
}
@@ -224,8 +230,7 @@ object WorldRenderUtils {
RenderSystem.defaultBlendFunc()
RenderSystem.disableCull()
- val vertexConsumer = context.worldRenderer().bufferBuilders.entityVertexConsumers
- val matrices = context.matrixStack()
+ val vertexConsumer = context.worldRenderer().bufferBuilders.entityVertexConsumers
matrices.push()
matrices.translate(
pos.x - context.camera().pos.x,
@@ -277,13 +282,13 @@ object WorldRenderUtils {
pos: Vec3d,
)
{
+ val matrices = context.assertHasMatrixStack() ?: return
RenderSystem.disableDepthTest()
RenderSystem.enableBlend()
RenderSystem.defaultBlendFunc()
RenderSystem.disableCull()
val d: Double = pos.distanceTo(MinecraftClient.getInstance().player?.pos)
val distText = Text.literal(d.toInt().toString() + "m").setStyle(Style.EMPTY.withColor(Formatting.YELLOW))
- val matrices = context.matrixStack()
val vertexConsumer = context.worldRenderer().bufferBuilders.entityVertexConsumers
matrices.push()
val magnitude = sqrt((pos.x - context.camera().pos.x).pow(2) +
@@ -365,6 +370,7 @@ object WorldRenderUtils {
color: Color,
depthTest: Boolean
) {
+ val matrices = context.assertHasMatrixStack() ?: return
if (!depthTest) {
RenderSystem.disableDepthTest()
//RenderSystem.depthMask(false)
@@ -375,7 +381,6 @@ object WorldRenderUtils {
RenderSystem.enableBlend()
RenderSystem.defaultBlendFunc()
- val matrices = context.matrixStack()
val tes = Tessellator.getInstance()
tes.buffer.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR)
matrices.push()