diff options
author | nea <nea@nea.moe> | 2023-05-16 01:23:43 +0200 |
---|---|---|
committer | nea <nea@nea.moe> | 2023-05-16 01:23:43 +0200 |
commit | ead6762eb1c005914b05f9d3c29f334989c67513 (patch) | |
tree | cd1409756be2bc4a93195c31d432fef053afe002 /src/main/kotlin/moe/nea/firmament/util/render | |
parent | 96c546cc73880a7c502c17aadda6ca84c847692d (diff) | |
download | Firmament-ead6762eb1c005914b05f9d3c29f334989c67513.tar.gz Firmament-ead6762eb1c005914b05f9d3c29f334989c67513.tar.bz2 Firmament-ead6762eb1c005914b05f9d3c29f334989c67513.zip |
Replace references to NEU with Firmament
Diffstat (limited to 'src/main/kotlin/moe/nea/firmament/util/render')
-rw-r--r-- | src/main/kotlin/moe/nea/firmament/util/render/block.kt | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/src/main/kotlin/moe/nea/firmament/util/render/block.kt b/src/main/kotlin/moe/nea/firmament/util/render/block.kt new file mode 100644 index 0000000..1fd1393 --- /dev/null +++ b/src/main/kotlin/moe/nea/firmament/util/render/block.kt @@ -0,0 +1,105 @@ +package moe.nea.firmament.util.render + +import com.mojang.blaze3d.systems.RenderSystem +import org.joml.Matrix4f +import net.minecraft.client.gl.VertexBuffer +import net.minecraft.client.render.BufferBuilder +import net.minecraft.client.render.Camera +import net.minecraft.client.render.GameRenderer +import net.minecraft.client.render.Tessellator +import net.minecraft.client.render.VertexFormat +import net.minecraft.client.render.VertexFormats +import net.minecraft.client.util.math.MatrixStack +import net.minecraft.util.math.BlockPos +import net.minecraft.util.math.Vec3d + +class RenderBlockContext private constructor(private val tesselator: Tessellator, private val matrixStack: MatrixStack) { + private val buffer = tesselator.buffer + fun color(red: Float, green: Float, blue: Float, alpha: Float) { + RenderSystem.setShaderColor(red, green, blue, alpha) + } + + fun block(blockPos: BlockPos) { + matrixStack.push() + matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat()) + buildCube(matrixStack.peek().positionMatrix, buffer) + tesselator.draw() + matrixStack.pop() + } + + fun tinyBlock(vec3d: Vec3d, size: Float) { + matrixStack.push() + matrixStack.translate(vec3d.x, vec3d.y, vec3d.z) + matrixStack.scale(size, size, size) + matrixStack.translate(-.5, -.5, -.5) + buildCube(matrixStack.peek().positionMatrix, buffer) + tesselator.draw() + matrixStack.pop() + } + + companion object { + private fun buildCube(matrix: Matrix4f, buf: BufferBuilder) { + buf.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR) + buf.fixedColor(255, 255, 255, 255) + buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next() + buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next() + buf.unfixColor() + } + + fun renderBlocks(matrices: MatrixStack, camera: Camera, block: RenderBlockContext. () -> Unit) { + RenderSystem.disableDepthTest() + RenderSystem.enableBlend() + RenderSystem.defaultBlendFunc() + RenderSystem.setShader(GameRenderer::getPositionColorProgram) + + matrices.push() + matrices.translate(-camera.pos.x, -camera.pos.y, -camera.pos.z) + + val ctx = RenderBlockContext(Tessellator.getInstance(), matrices) + block(ctx) + + matrices.pop() + + RenderSystem.setShaderColor(1F,1F,1F,1F) + VertexBuffer.unbind() + RenderSystem.enableDepthTest() + RenderSystem.disableBlend() + } + } +} + + |