package com.dulkirfabric.util.render import com.mojang.blaze3d.systems.RenderSystem import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderContext import net.minecraft.client.MinecraftClient import net.minecraft.client.font.TextRenderer import net.minecraft.client.render.* import net.minecraft.client.util.math.MatrixStack import net.minecraft.text.Style import net.minecraft.text.Text import net.minecraft.util.Formatting import net.minecraft.util.math.Box import net.minecraft.util.math.Vec3d import org.joml.Vector3f import org.lwjgl.opengl.GL11 import java.awt.Color import kotlin.math.max import kotlin.math.min import kotlin.math.pow import kotlin.math.sqrt object WorldRenderUtils { private fun line( matrix: MatrixStack.Entry, buffer: BufferBuilder, x1: Number, y1: Number, z1: Number, x2: Number, y2: Number, z2: Number, lineWidth: Float ) { val camera = MinecraftClient.getInstance().cameraEntity ?: return RenderSystem.lineWidth(lineWidth / camera.pos.squaredDistanceTo( Vec3d(x1.toDouble(), y1.toDouble(), z1.toDouble()) ).pow(0.25).toFloat()) line( matrix, buffer, Vector3f(x1.toFloat(), y1.toFloat(), z1.toFloat()), Vector3f(x2.toFloat(), y2.toFloat(), z2.toFloat()) ) } 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) .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 drawWireFrame( context: WorldRenderContext, box: Box, 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) // X Axis aligned lines line(me, buf, box.minX, box.minY, box.minZ, box.maxX, box.minY, box.minZ, thickness) line(me, buf, box.minX, box.maxY, box.minZ, box.maxX, box.maxY, box.minZ, thickness) line(me, buf, box.minX, box.minY, box.maxZ, box.maxX, box.minY, box.maxZ, thickness) line(me, buf, box.minX, box.maxY, box.maxZ, box.maxX, box.maxY, box.maxZ, thickness) // Y Axis aligned lines line(me, buf, box.minX, box.minY, box.minZ, box.minX, box.maxY, box.minZ, thickness) line(me, buf, box.maxX, box.minY, box.minZ, box.maxX, box.maxY, box.minZ, thickness) line(me, buf, box.minX, box.minY, box.maxZ, box.minX, box.maxY, box.maxZ, thickness) line(me, buf, box.maxX, box.minY, box.maxZ, box.maxX, box.maxY, box.maxZ, thickness) // Z Axis aligned lines line(me, buf, box.minX, box.minY, box.minZ, box.minX, box.minY, box.maxZ, thickness) line(me, buf, box.maxX, box.minY, box.minZ, box.maxX, box.minY, box.maxZ, thickness) line(me, buf, box.minX, box.maxY, box.minZ, box.minX, box.maxY, box.maxZ, thickness) line(me, buf, box.maxX, box.maxY, box.minZ, box.maxX, box.maxY, box.maxZ, 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 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, 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() } /** * If you intend to show with distance, use a waypoint I think. If you're looking at this * statement and screaming at me for forgetting some use case, either let me know or compile * a method that accomplishes your goals based off of this example code. Neither of these * things should be incredibly difficult. */ fun drawText( text: Text, context: WorldRenderContext, pos: Vec3d, depthTest: Boolean = true, scale: Float = 1f ) { if (!depthTest) { RenderSystem.disableDepthTest() } RenderSystem.enableBlend() RenderSystem.defaultBlendFunc() RenderSystem.disableCull() val vertexConsumer = context.worldRenderer().bufferBuilders.entityVertexConsumers val matrices = context.matrixStack() matrices.push() matrices.translate( pos.x - context.camera().pos.x, pos.y - context.camera().pos.y, pos.z - context.camera().pos.z ) matrices.multiply(context.camera().rotation) matrices.scale(-.025f * scale, -.025f * scale, -1F) val matrix4f = matrices.peek().positionMatrix val textRenderer = MinecraftClient.getInstance().textRenderer val j: Int = (.25 * 255.0f).toInt() shl 24 val buf = vertexConsumer.getBuffer(RenderLayer.getTextBackgroundSeeThrough()) buf.vertex(matrix4f, -1.0f - textRenderer.getWidth(text) / 2, -1.0f, 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() buf.vertex(matrix4f, -1.0f - textRenderer.getWidth(text) / 2, textRenderer.fontHeight.toFloat(), 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() buf.vertex(matrix4f, textRenderer.getWidth(text).toFloat() / 2, textRenderer.fontHeight.toFloat(), 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() buf.vertex(matrix4f, textRenderer.getWidth(text).toFloat() / 2, -1.0f, 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() matrices.translate(0F, 0F, 0.01F) textRenderer.draw( text, -textRenderer.getWidth(text).toFloat() / 2, 0f, 0xFFFFFF, false, matrix4f, vertexConsumer, TextRenderer.TextLayerType.SEE_THROUGH, 0, LightmapTextureManager.MAX_LIGHT_COORDINATE ) vertexConsumer.drawCurrentLayer() matrices.pop() RenderSystem.setShaderColor(1F, 1F, 1F, 1F) RenderSystem.enableDepthTest() RenderSystem.enableCull() RenderSystem.disableBlend() } fun renderWaypoint( text: Text, context: WorldRenderContext, pos: Vec3d, ) { 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) + (pos.y - context.camera().pos.y).pow(2) + (pos.z - context.camera().pos.z).pow(2)) if (magnitude < 20) { matrices.translate( pos.x - context.camera().pos.x, pos.y - context.camera().pos.y, pos.z - context.camera().pos.z ) } else { matrices.translate( (pos.x - context.camera().pos.x) / magnitude * 20, (pos.y - context.camera().pos.y) / magnitude * 20, (pos.z - context.camera().pos.z) / magnitude * 20 ) } matrices.multiply(context.camera().rotation) val scale = max(d.toFloat() / 7f, 1f) if (magnitude < 20) { matrices.scale(-.025f * scale, -.025f * scale, -1F) } else { matrices.scale(-.025f * 20 / 7f, -.025f * 20 / 7f, -.1F) } val matrix4f = matrices.peek().positionMatrix val textRenderer = MinecraftClient.getInstance().textRenderer val j: Int = (.25 * 255.0f).toInt() shl 24 val buf = vertexConsumer.getBuffer(RenderLayer.getTextBackgroundSeeThrough()) buf.vertex(matrix4f, -1.0f - textRenderer.getWidth(text) / 2, -1.0f, 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() buf.vertex(matrix4f, -1.0f - textRenderer.getWidth(text) / 2, textRenderer.fontHeight.toFloat(), 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() buf.vertex(matrix4f, textRenderer.getWidth(text).toFloat() / 2, textRenderer.fontHeight.toFloat(), 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() buf.vertex(matrix4f, textRenderer.getWidth(text).toFloat() / 2, -1.0f, 0.0f) .color(j) .light(LightmapTextureManager.MAX_BLOCK_LIGHT_COORDINATE) .next() matrices.translate(0F, 0F, 0.01F) textRenderer.draw( text, -textRenderer.getWidth(text).toFloat() / 2, 0f, 0xFFFFFF, false, matrix4f, vertexConsumer, TextRenderer.TextLayerType.SEE_THROUGH, 0, LightmapTextureManager.MAX_LIGHT_COORDINATE ) textRenderer.draw( distText, -textRenderer.getWidth(distText).toFloat() / 2, 10f, 0xFFFFFF, false, matrix4f, vertexConsumer, TextRenderer.TextLayerType.SEE_THROUGH, 0, LightmapTextureManager.MAX_LIGHT_COORDINATE ) vertexConsumer.drawCurrentLayer() matrices.pop() RenderSystem.setShaderColor(1F, 1F, 1F, 1F) RenderSystem.enableDepthTest() RenderSystem.enableCull() RenderSystem.disableBlend() } /** * Draws a filled box at a given position */ fun drawBox( context: WorldRenderContext, x: Double, y: Double, z: Double, width: Double, height: Double, depth: Double, color: Color, depthTest: Boolean ) { if (!depthTest) { RenderSystem.disableDepthTest() //RenderSystem.depthMask(false) } else { RenderSystem.enableDepthTest() } RenderSystem.setShader(GameRenderer::getPositionColorProgram) RenderSystem.enableBlend() RenderSystem.defaultBlendFunc() val matrices = context.matrixStack() val tes = Tessellator.getInstance() tes.buffer.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR) matrices.push() matrices.translate(x - context.camera().pos.x, y - context.camera().pos.y, z - context.camera().pos.z) WorldRenderer.renderFilledBox(matrices, tes.buffer, 0.0, 0.0, 0.0, width, height, depth, color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f) tes.draw() RenderSystem.enableDepthTest() matrices.pop() } }