package moe.nea.firmament.util.render import com.mojang.blaze3d.systems.RenderSystem import java.lang.Math.pow import org.joml.Matrix4f import org.joml.Vector3f import util.render.CustomRenderLayers import net.minecraft.client.render.Camera import net.minecraft.client.render.RenderLayer import net.minecraft.client.render.RenderTickCounter import net.minecraft.client.render.VertexConsumer import net.minecraft.client.render.VertexConsumerProvider 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.IntUtil.toRGBA import moe.nea.firmament.util.MC @RenderContextDSL class RenderInWorldContext private constructor( val matrixStack: MatrixStack, private val camera: Camera, private val tickCounter: RenderTickCounter, val vertexConsumers: VertexConsumerProvider.Immediate, ) { 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(CustomRenderLayers.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(CustomRenderLayers.COLORED_QUADS), color) matrixStack.pop() vertexConsumers.draw() } fun wireframeCube(blockPos: BlockPos, lineWidth: Float = 10F) { val buf = vertexConsumers.getBuffer(RenderLayer.LINES) matrixStack.push() // TODO: add color arg to this // 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, color: Int, lineWidth: Float = 10F) { line(points.toList(), color, lineWidth) } fun tracer(toWhere: Vec3d, color: Int, lineWidth: Float = 3f) { val cameraForward = Vector3f(0f, 0f, -1f).rotate(camera.rotation) line(camera.pos.add(Vec3d(cameraForward)), toWhere, color = color, lineWidth = lineWidth) } fun line(points: List, color: Int, lineWidth: Float = 10F) { RenderSystem.lineWidth(lineWidth) val buffer = vertexConsumers.getBuffer(CustomRenderLayers.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) buffer.vertex(matrix.positionMatrix, b.x.toFloat(), b.y.toFloat(), b.z.toFloat()) .color(-1) .normal(matrix, normal.x, normal.y, normal.z) } } // 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) buf.vertex(matrix.positionMatrix, x, y, z) .normal(matrix, normal.x, normal.y, normal.z) .color(-1) } 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, colorInt: Int) { val (r, g, b, a) = colorInt.toRGBA() // Y- buf.vertex(matrix, 0F, 0F, 0F).color(r, g, b, a) buf.vertex(matrix, 0F, 0F, 1F).color(r, g, b, a) buf.vertex(matrix, 1F, 0F, 1F).color(r, g, b, a) buf.vertex(matrix, 1F, 0F, 0F).color(r, g, b, a) // Y+ buf.vertex(matrix, 0F, 1F, 0F).color(r, g, b, a) buf.vertex(matrix, 1F, 1F, 0F).color(r, g, b, a) buf.vertex(matrix, 1F, 1F, 1F).color(r, g, b, a) buf.vertex(matrix, 0F, 1F, 1F).color(r, g, b, a) // X- buf.vertex(matrix, 0F, 0F, 0F).color(r, g, b, a) buf.vertex(matrix, 0F, 0F, 1F).color(r, g, b, a) buf.vertex(matrix, 0F, 1F, 1F).color(r, g, b, a) buf.vertex(matrix, 0F, 1F, 0F).color(r, g, b, a) // X+ buf.vertex(matrix, 1F, 0F, 0F).color(r, g, b, a) buf.vertex(matrix, 1F, 1F, 0F).color(r, g, b, a) buf.vertex(matrix, 1F, 1F, 1F).color(r, g, b, a) buf.vertex(matrix, 1F, 0F, 1F).color(r, g, b, a) // Z- buf.vertex(matrix, 0F, 0F, 0F).color(r, g, b, a) buf.vertex(matrix, 1F, 0F, 0F).color(r, g, b, a) buf.vertex(matrix, 1F, 1F, 0F).color(r, g, b, a) buf.vertex(matrix, 0F, 1F, 0F).color(r, g, b, a) // Z+ buf.vertex(matrix, 0F, 0F, 1F).color(r, g, b, a) buf.vertex(matrix, 0F, 1F, 1F).color(r, g, b, a) buf.vertex(matrix, 1F, 1F, 1F).color(r, g, b, a) buf.vertex(matrix, 1F, 0F, 1F).color(r, g, b, a) } fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) { event.matrices.push() event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z) val ctx = RenderInWorldContext( event.matrices, event.camera, event.tickCounter, event.vertexConsumers ) block(ctx) event.matrices.pop() event.vertexConsumers.draw() } } }