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authorsyeyoung <42869671+cyoung06@users.noreply.github.com>2020-11-29 22:27:11 +0900
committersyeyoung <42869671+cyoung06@users.noreply.github.com>2020-11-29 22:27:11 +0900
commit7150a38e9562395afefafa2adb4c7152a09a9928 (patch)
tree59a07472b8b8361148faa55998b43cbb21bd8293 /src/main/java/kr/syeyoung/dungeonsguide/utils
parent8cd3bed0597cd6c452371630d93f4d58b0602bd3 (diff)
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box puzzle
Diffstat (limited to 'src/main/java/kr/syeyoung/dungeonsguide/utils')
-rw-r--r--src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java40
1 files changed, 29 insertions, 11 deletions
diff --git a/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java b/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java
index 71517260..1de06e66 100644
--- a/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java
+++ b/src/main/java/kr/syeyoung/dungeonsguide/utils/RenderUtils.java
@@ -94,7 +94,7 @@ public class RenderUtils {
}
- public static void drawLine(Vec3 pos1, Vec3 pos2, Color colour, float partialTicks) {
+ public static void drawLine(Vec3 pos1, Vec3 pos2, Color colour, float partialTicks , boolean depth) {
Entity render = Minecraft.getMinecraft().getRenderViewEntity();
WorldRenderer worldRenderer = Tessellator.getInstance().getWorldRenderer();
@@ -105,8 +105,10 @@ public class RenderUtils {
GlStateManager.pushMatrix();
GlStateManager.translate(-realX, -realY, -realZ);
GlStateManager.disableTexture2D();
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ if (!depth) {
+ GL11.glDisable(GL11.GL_DEPTH_TEST);
+ GL11.glDepthMask(false);
+ }
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
@@ -120,15 +122,17 @@ public class RenderUtils {
GlStateManager.translate(realX, realY, realZ);
GlStateManager.disableBlend();
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ if (!depth) {
+ GL11.glEnable(GL11.GL_DEPTH_TEST);
+ GL11.glDepthMask(true);
+ }
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
}
- public static void drawLines(List<BlockPos> poses, Color colour, float partialTicks) {
+ public static void drawLines(List<BlockPos> poses, Color colour, float partialTicks, boolean depth) {
Entity render = Minecraft.getMinecraft().getRenderViewEntity();
WorldRenderer worldRenderer = Tessellator.getInstance().getWorldRenderer();
@@ -141,7 +145,10 @@ public class RenderUtils {
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
-
+ if (!depth) {
+ GL11.glDisable(GL11.GL_DEPTH_TEST);
+ GL11.glDepthMask(false);
+ }
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GL11.glLineWidth(2);
GlStateManager.color(colour.getRed() / 255f, colour.getGreen() / 255f, colour.getBlue()/ 255f, colour.getAlpha() / 255f);
@@ -155,11 +162,18 @@ public class RenderUtils {
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
+ if (!depth) {
+ GL11.glEnable(GL11.GL_DEPTH_TEST);
+ GL11.glDepthMask(true);
+ }
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.popMatrix();
}
public static void highlightBlock(BlockPos blockpos, Color c, float partialTicks) {
+ highlightBlock(blockpos,c,partialTicks,false);
+ }
+ public static void highlightBlock(BlockPos blockpos, Color c, float partialTicks, boolean depth) {
Entity viewing_from = Minecraft.getMinecraft().getRenderViewEntity();
double x_fix = viewing_from.lastTickPosX + ((viewing_from.posX - viewing_from.lastTickPosX) * partialTicks);
@@ -175,8 +189,10 @@ public class RenderUtils {
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableTexture2D();
- GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ if (!depth) {
+ GL11.glDisable(GL11.GL_DEPTH_TEST);
+ GL11.glDepthMask(false);
+ }
GL11.glColor4ub((byte)c.getRed(), (byte)c.getGreen(), (byte)c.getBlue(), (byte)c.getAlpha());
GL11.glTranslated(blockpos.getX(), blockpos.getY(), blockpos.getZ());
@@ -217,8 +233,10 @@ public class RenderUtils {
GL11.glEnd();
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ if (!depth) {
+ GL11.glDisable(GL11.GL_DEPTH_TEST);
+ GL11.glDepthMask(true);
+ }
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
GlStateManager.enableLighting();