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package dulkirmod.utils
import dulkirmod.DulkirMod.Companion.mc
import net.minecraft.client.renderer.GlStateManager
import net.minecraft.client.renderer.GlStateManager.disableTexture2D
import net.minecraft.client.renderer.GlStateManager.enableTexture2D
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.WorldRenderer
import net.minecraft.client.renderer.entity.RenderManager
import net.minecraft.client.renderer.vertex.DefaultVertexFormats
import net.minecraft.util.Vec3
import net.minecraftforge.client.event.RenderWorldLastEvent
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent
import org.lwjgl.opengl.GL11
import java.awt.Color
class WorldRenderUtils {
companion object {
private val tessellator: Tessellator = Tessellator.getInstance()
private val worldRenderer: WorldRenderer = tessellator.worldRenderer
private val renderManager: RenderManager = mc.renderManager
var partialTicks: Float = 0f
fun renderString(
location: Vec3,
text: String,
depthTest: Boolean = true,
scale: Float = 1f,
showDistance: Boolean = false,
shadow: Boolean = false,
renderBlackBox: Boolean = true,
) {
if (!depthTest) {
GL11.glDisable(GL11.GL_DEPTH_TEST)
GL11.glDepthMask(false)
}
GlStateManager.pushMatrix()
GlStateManager.enableBlend()
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0)
GlStateManager.translate(
location.xCoord - mc.renderManager.viewerPosX,
location.yCoord - mc.renderManager.viewerPosY,
location.zCoord - mc.renderManager.viewerPosZ
)
GlStateManager.color(1f, 1f, 1f, 0.5f)
GlStateManager.rotate(-mc.renderManager.playerViewY, 0.0f, 1.0f, 0.0f)
GlStateManager.rotate(mc.renderManager.playerViewX, 1.0f, 0.0f, 0.0f)
GlStateManager.scale(-scale / 25, -scale / 25, scale / 25)
if (renderBlackBox) {
val j = mc.fontRendererObj.getStringWidth(text) / 2
disableTexture2D()
val worldRenderer = Tessellator.getInstance().worldRenderer
worldRenderer.begin(7, DefaultVertexFormats.POSITION_COLOR)
worldRenderer.pos((-j - 1).toDouble(), (-1).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex()
worldRenderer.pos((-j - 1).toDouble(), 8.toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex()
worldRenderer.pos((j + 1).toDouble(), 8.toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex()
worldRenderer.pos((j + 1).toDouble(), (-1).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex()
Tessellator.getInstance().draw()
enableTexture2D()
}
if (shadow) {
mc.fontRendererObj.drawStringWithShadow(
text,
-mc.fontRendererObj.getStringWidth(text) / 2f,
0f,
0
)
} else {
mc.fontRendererObj.drawString(
text,
-mc.fontRendererObj.getStringWidth(text) / 2,
0,
0
)
}
// for waypoints
if (showDistance) {
val distance = "§e${mc.thePlayer.positionVector.distanceTo(location).toInt()}m"
GlStateManager.translate(0.0, 8.66, 0.0)
GlStateManager.scale(.66, .66, .66)
if (renderBlackBox) {
val j = mc.fontRendererObj.getStringWidth(distance) / 2
disableTexture2D()
val worldRenderer = Tessellator.getInstance().worldRenderer
worldRenderer.begin(7, DefaultVertexFormats.POSITION_COLOR)
worldRenderer.pos((-j - 1).toDouble(), (-1).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f)
.endVertex()
worldRenderer.pos((-j - 1).toDouble(), 8.toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex()
worldRenderer.pos((j + 1).toDouble(), 8.toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex()
worldRenderer.pos((j + 1).toDouble(), (-1).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f)
.endVertex()
Tessellator.getInstance().draw()
enableTexture2D()
}
if (shadow) {
mc.fontRendererObj.drawStringWithShadow(
distance,
-mc.fontRendererObj.getStringWidth(distance) / 2f,
0f,
0
)
} else {
mc.fontRendererObj.drawString(
distance,
-mc.fontRendererObj.getStringWidth(distance) / 2,
0,
0
)
}
}
GlStateManager.color(1f, 1f, 1f)
GlStateManager.disableBlend()
GlStateManager.popMatrix()
if (!depthTest) {
GL11.glEnable(GL11.GL_DEPTH_TEST)
GL11.glDepthMask(true)
}
}
/**
* Courtesy of Odin, I could not be bothered to deal with rendering code.
*/
fun drawCustomBox(x: Double, xWidth: Double, y: Double, yWidth: Double, z: Double, zWidth: Double, color: Color, thickness: Float = 3f, phase: Boolean) {
GlStateManager.pushMatrix()
GlStateManager.color(color.red.toFloat() / 255f, color.green.toFloat() / 255f, color.blue.toFloat() / 255f, 1f)
GlStateManager.translate(-renderManager.viewerPosX, -renderManager.viewerPosY, -renderManager.viewerPosZ)
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
if (phase) GlStateManager.disableDepth()
disableTexture2D()
GlStateManager.disableLighting()
GlStateManager.enableBlend()
GL11.glLineWidth(thickness)
val x1 = x + xWidth
val y1 = y + yWidth
val z1 = z + zWidth
worldRenderer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION)
worldRenderer.pos(x1,y1,z1).endVertex()
worldRenderer.pos(x1,y1,z).endVertex()
worldRenderer.pos(x,y1,z).endVertex()
worldRenderer.pos(x,y1,z1).endVertex()
worldRenderer.pos(x1,y1,z1).endVertex()
worldRenderer.pos(x1,y,z1).endVertex()
worldRenderer.pos(x1,y,z).endVertex()
worldRenderer.pos(x,y,z).endVertex()
worldRenderer.pos(x,y,z1).endVertex()
worldRenderer.pos(x,y,z).endVertex()
worldRenderer.pos(x,y1,z).endVertex()
worldRenderer.pos(x,y,z).endVertex()
worldRenderer.pos(x1,y,z).endVertex()
worldRenderer.pos(x1,y1,z).endVertex()
worldRenderer.pos(x1,y,z).endVertex()
worldRenderer.pos(x1,y,z1).endVertex()
worldRenderer.pos(x,y,z1).endVertex()
worldRenderer.pos(x,y1,z1).endVertex()
worldRenderer.pos(x1,y1,z1).endVertex()
tessellator.draw()
enableTexture2D()
GlStateManager.disableBlend()
GlStateManager.enableDepth()
GlStateManager.popMatrix()
}
@SubscribeEvent
fun grabPartialTicks(event: RenderWorldLastEvent) {
this.partialTicks = event.partialTicks
}
}
}
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