package moe.nea.firmament.util.render import com.mojang.blaze3d.systems.RenderSystem import io.github.notenoughupdates.moulconfig.platform.next import java.lang.Math.pow import org.joml.Matrix4f import org.joml.Vector3f import net.minecraft.client.gl.VertexBuffer import net.minecraft.client.render.Camera import net.minecraft.client.render.RenderLayer import net.minecraft.client.render.RenderPhase import net.minecraft.client.render.RenderTickCounter import net.minecraft.client.render.Tessellator import net.minecraft.client.render.VertexConsumer import net.minecraft.client.render.VertexConsumerProvider import net.minecraft.client.render.VertexFormat import net.minecraft.client.render.VertexFormats import net.minecraft.client.texture.Sprite import net.minecraft.client.util.math.MatrixStack import net.minecraft.text.Text import net.minecraft.util.Identifier import net.minecraft.util.math.BlockPos import net.minecraft.util.math.Vec3d import moe.nea.firmament.events.WorldRenderLastEvent import moe.nea.firmament.util.FirmFormatters import moe.nea.firmament.util.MC @RenderContextDSL class RenderInWorldContext private constructor( private val tesselator: Tessellator, val matrixStack: MatrixStack, private val camera: Camera, private val tickCounter: RenderTickCounter, val vertexConsumers: VertexConsumerProvider.Immediate, ) { object RenderLayers { val TRANSLUCENT_TRIS = RenderLayer.of("firmament_translucent_tris", VertexFormats.POSITION_COLOR, VertexFormat.DrawMode.TRIANGLES, RenderLayer.CUTOUT_BUFFER_SIZE, false, true, RenderLayer.MultiPhaseParameters.builder() .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY) .program(RenderPhase.POSITION_COLOR_PROGRAM) .build(false)) val LINES = RenderLayer.of("firmament_rendertype_lines", VertexFormats.LINES, VertexFormat.DrawMode.LINES, RenderLayer.CUTOUT_BUFFER_SIZE, false, false, // do we need translucent? i dont think so RenderLayer.MultiPhaseParameters.builder() .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) .program(FirmamentShaders.LINES) .build(false) ) val COLORED_QUADS = RenderLayer.of( "firmament_quads", VertexFormats.POSITION_COLOR, VertexFormat.DrawMode.QUADS, RenderLayer.CUTOUT_BUFFER_SIZE, false, true, RenderLayer.MultiPhaseParameters.builder() .depthTest(RenderPhase.ALWAYS_DEPTH_TEST) .program(RenderPhase.POSITION_COLOR_PROGRAM) .transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY) .build(false) ) } @Deprecated("stateful color management is no longer a thing") fun color(color: me.shedaniel.math.Color) { color(color.red / 255F, color.green / 255f, color.blue / 255f, color.alpha / 255f) } @Deprecated("stateful color management is no longer a thing") fun color(red: Float, green: Float, blue: Float, alpha: Float) { RenderSystem.setShaderColor(red, green, blue, alpha) } fun block(blockPos: BlockPos, color: Int) { matrixStack.push() matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat()) buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color) matrixStack.pop() } enum class VerticalAlign { TOP, BOTTOM, CENTER; fun align(index: Int, count: Int): Float { return when (this) { CENTER -> (index - count / 2F) * (1 + MC.font.fontHeight.toFloat()) BOTTOM -> (index - count) * (1 + MC.font.fontHeight.toFloat()) TOP -> (index) * (1 + MC.font.fontHeight.toFloat()) } } } fun waypoint(position: BlockPos, vararg label: Text) { text( position.toCenterPos(), *label, Text.literal("§e${FirmFormatters.formatDistance(MC.player?.pos?.distanceTo(position.toCenterPos()) ?: 42069.0)}"), background = 0xAA202020.toInt() ) } fun withFacingThePlayer(position: Vec3d, block: FacingThePlayerContext.() -> Unit) { matrixStack.push() matrixStack.translate(position.x, position.y, position.z) val actualCameraDistance = position.distanceTo(camera.pos) val distanceToMoveTowardsCamera = if (actualCameraDistance < 10) 0.0 else -(actualCameraDistance - 10.0) val vec = position.subtract(camera.pos).multiply(distanceToMoveTowardsCamera / actualCameraDistance) matrixStack.translate(vec.x, vec.y, vec.z) matrixStack.multiply(camera.rotation) matrixStack.scale(0.025F, -0.025F, 1F) FacingThePlayerContext(this).run(block) matrixStack.pop() vertexConsumers.drawCurrentLayer() } fun sprite(position: Vec3d, sprite: Sprite, width: Int, height: Int) { texture( position, sprite.atlasId, width, height, sprite.minU, sprite.minV, sprite.maxU, sprite.maxV ) } fun texture( position: Vec3d, texture: Identifier, width: Int, height: Int, u1: Float, v1: Float, u2: Float, v2: Float, ) { withFacingThePlayer(position) { texture(texture, width, height, u1, v1, u2, v2) } } fun text( position: Vec3d, vararg texts: Text, verticalAlign: VerticalAlign = VerticalAlign.CENTER, background: Int = 0x70808080 ) { withFacingThePlayer(position) { text(*texts, verticalAlign = verticalAlign, background = background) } } fun tinyBlock(vec3d: Vec3d, size: Float, color: Int) { matrixStack.push() matrixStack.translate(vec3d.x, vec3d.y, vec3d.z) matrixStack.scale(size, size, size) matrixStack.translate(-.5, -.5, -.5) buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color) matrixStack.pop() vertexConsumers.draw() } fun wireframeCube(blockPos: BlockPos, lineWidth: Float = 10F) { val buf = vertexConsumers.getBuffer(RenderLayer.LINES) matrixStack.push() // TODO: this does not render through blocks (or water layers) anymore RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(blockPos.toCenterPos()), 0.25).toFloat()) matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat()) buildWireFrameCube(matrixStack.peek(), buf) matrixStack.pop() vertexConsumers.draw() } fun line(vararg points: Vec3d, lineWidth: Float = 10F) { line(points.toList(), lineWidth) } fun tracer(toWhere: Vec3d, lineWidth: Float = 3f) { val cameraForward = Vector3f(0f, 0f, -1f).rotate(camera.rotation) line(camera.pos.add(Vec3d(cameraForward)), toWhere, lineWidth = lineWidth) } fun line(points: List, lineWidth: Float = 10F) { RenderSystem.lineWidth(lineWidth) // TODO: replace with renderlayers val buffer = tesselator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES) val matrix = matrixStack.peek() var lastNormal: Vector3f? = null points.zipWithNext().forEach { (a, b) -> val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat()) .sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat()) .normalize() val lastNormal0 = lastNormal ?: normal lastNormal = normal buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat()) .color(-1) .normal(matrix, lastNormal0.x, lastNormal0.y, lastNormal0.z) .next() buffer.vertex(matrix.positionMatrix, b.x.toFloat(), b.y.toFloat(), b.z.toFloat()) .color(-1) .normal(matrix, normal.x, normal.y, normal.z) .next() } RenderLayers.LINES.draw(buffer.end()) } // TODO: put the favourite icons in front of items again companion object { private fun doLine( matrix: MatrixStack.Entry, buf: VertexConsumer, i: Float, j: Float, k: Float, x: Float, y: Float, z: Float ) { val normal = Vector3f(x, y, z) .sub(i, j, k) .normalize() buf.vertex(matrix.positionMatrix, i, j, k) .normal(matrix, normal.x, normal.y, normal.z) .color(-1) .next() buf.vertex(matrix.positionMatrix, x, y, z) .normal(matrix, normal.x, normal.y, normal.z) .color(-1) .next() } private fun buildWireFrameCube(matrix: MatrixStack.Entry, buf: VertexConsumer) { for (i in 0..1) { for (j in 0..1) { val i = i.toFloat() val j = j.toFloat() doLine(matrix, buf, 0F, i, j, 1F, i, j) doLine(matrix, buf, i, 0F, j, i, 1F, j) doLine(matrix, buf, i, j, 0F, i, j, 1F) } } } private fun buildCube(matrix: Matrix4f, buf: VertexConsumer, color: Int) { // Y- buf.vertex(matrix, 0F, 0F, 0F).color(color) buf.vertex(matrix, 0F, 0F, 1F).color(color) buf.vertex(matrix, 1F, 0F, 1F).color(color) buf.vertex(matrix, 1F, 0F, 0F).color(color) // Y+ buf.vertex(matrix, 0F, 1F, 0F).color(color) buf.vertex(matrix, 1F, 1F, 0F).color(color) buf.vertex(matrix, 1F, 1F, 1F).color(color) buf.vertex(matrix, 0F, 1F, 1F).color(color) // X- buf.vertex(matrix, 0F, 0F, 0F).color(color) buf.vertex(matrix, 0F, 0F, 1F).color(color) buf.vertex(matrix, 0F, 1F, 1F).color(color) buf.vertex(matrix, 0F, 1F, 0F).color(color) // X+ buf.vertex(matrix, 1F, 0F, 0F).color(color) buf.vertex(matrix, 1F, 1F, 0F).color(color) buf.vertex(matrix, 1F, 1F, 1F).color(color) buf.vertex(matrix, 1F, 0F, 1F).color(color) // Z- buf.vertex(matrix, 0F, 0F, 0F).color(color) buf.vertex(matrix, 1F, 0F, 0F).color(color) buf.vertex(matrix, 1F, 1F, 0F).color(color) buf.vertex(matrix, 0F, 1F, 0F).color(color) // Z+ buf.vertex(matrix, 0F, 0F, 1F).color(color) buf.vertex(matrix, 0F, 1F, 1F).color(color) buf.vertex(matrix, 1F, 1F, 1F).color(color) buf.vertex(matrix, 1F, 0F, 1F).color(color) } fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) { // TODO: there should be *no more global state*. the only thing we should be doing is render layers. that includes settings like culling, blending, shader color, and depth testing // For now i will let these functions remain, but this needs to go before i do a full (non-beta) release RenderSystem.disableDepthTest() RenderSystem.enableBlend() RenderSystem.defaultBlendFunc() RenderSystem.disableCull() event.matrices.push() event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z) val ctx = RenderInWorldContext( RenderSystem.renderThreadTesselator(), event.matrices, event.camera, event.tickCounter, event.vertexConsumers ) block(ctx) event.matrices.pop() event.vertexConsumers.draw() RenderSystem.setShaderColor(1F, 1F, 1F, 1F) VertexBuffer.unbind() RenderSystem.enableDepthTest() RenderSystem.enableCull() RenderSystem.disableBlend() } } }