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path: root/src/main/kotlin/com/dulkirfabric/util/WorldRenderUtils.kt
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package com.dulkirfabric.util

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 java.awt.Color
import kotlin.math.max
import kotlin.math.pow


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 drawBox(
        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<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()
    }

    fun renderText(string: Text,
                   context: WorldRenderContext,
                   vertexConsumer: VertexConsumerProvider,
                   pos: Vec3d,
                   shadow: Boolean = true,
                   depthTest: Boolean = true,
    )
    {
        val d: Double = pos.distanceTo(MinecraftClient.getInstance().player?.pos)
        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)
        val scale = max(d.toFloat() / 7f, 1f)
        matrices.scale(-.025f * scale, -.025f * scale, .025f * scale)
        val matrix4f = matrices.peek().positionMatrix
        val textRenderer = MinecraftClient.getInstance().textRenderer
        val j: Int = (.25 * 255.0f).toInt() shl 24
        textRenderer.draw(
            string, -textRenderer.getWidth(string).toFloat() / 2f, 0f, 0xFFFFFF, shadow, matrix4f, vertexConsumer,
            if (depthTest) TextRenderer.TextLayerType.NORMAL else TextRenderer.TextLayerType.SEE_THROUGH,
            j, LightmapTextureManager.MAX_LIGHT_COORDINATE
        )
        matrices.pop()
    }

    fun renderTextWithDistance(string: Text,
                   context: WorldRenderContext,
                   vertexConsumer: VertexConsumerProvider,
                   pos: Vec3d,
                   shadow: Boolean = true,
                   depthTest: Boolean = true,
    )
    {
        val d: Double = pos.distanceTo(MinecraftClient.getInstance().player?.pos)
        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)
        val scale = max(d.toFloat() / 7f, 1f)
        matrices.scale(-.025f * scale, -.025f * scale, 1.0f)
        val matrix4f = matrices.peek().positionMatrix
        val textRenderer = MinecraftClient.getInstance().textRenderer
        val j: Int = (.25 * 255.0f).toInt() shl 24
        if (!depthTest) {
            RenderSystem.disableDepthTest()
            RenderSystem.depthMask(false)
        } else {
            RenderSystem.enableDepthTest()
        }
        textRenderer.draw(
            string, -textRenderer.getWidth(string).toFloat() / 2, 0f, 0xFFFFFF, shadow, matrix4f, vertexConsumer,
            if (depthTest) TextRenderer.TextLayerType.NORMAL else TextRenderer.TextLayerType.SEE_THROUGH,
            j, LightmapTextureManager.MAX_LIGHT_COORDINATE
        )
        val distStr = d.toInt().toString()
        val distText = Text.literal(distStr + "m").setStyle(Style.EMPTY.withColor(Formatting.YELLOW))
        textRenderer.draw(
            distText, -textRenderer.getWidth(distText).toFloat() / 2, 10f, 0xFFFFFF, shadow, matrix4f, vertexConsumer,
            if (depthTest) TextRenderer.TextLayerType.NORMAL else TextRenderer.TextLayerType.SEE_THROUGH,
            j, LightmapTextureManager.MAX_LIGHT_COORDINATE
        )
        RenderSystem.depthMask(true)
        RenderSystem.enableDepthTest()
        matrices.pop()
    }

}