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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()
}
}
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