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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.render.BufferBuilder
import net.minecraft.client.render.GameRenderer
import net.minecraft.client.render.VertexFormat
import net.minecraft.client.render.VertexFormats
import net.minecraft.client.util.math.MatrixStack
import net.minecraft.util.math.Box
import net.minecraft.util.math.Vec3d
import org.joml.Vector3f
import java.awt.Color
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()
    }

    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()
    }
}