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package moe.nea.notenoughupdates.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
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())
RenderSystem.setShader(GameRenderer::getPositionColorProgram)
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()
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()
}
}
}
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