diff options
Diffstat (limited to 'src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java')
-rw-r--r-- | src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java b/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java index 05514d02..e39b5364 100644 --- a/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java +++ b/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java @@ -187,6 +187,56 @@ public class RenderHelper { RenderSystem.depthFunc(GL11.GL_LEQUAL); } + public static void renderLineFromCursor(WorldRenderContext context, Vec3d point, float[] colorComponents, float alpha, float lineWidth) { + Vec3d camera = context.camera().getPos(); + MatrixStack matrices = context.matrixStack(); + + matrices.push(); + matrices.translate(-camera.x, -camera.y, -camera.z); + + Tessellator tessellator = RenderSystem.renderThreadTesselator(); + BufferBuilder buffer = tessellator.getBuffer(); + Matrix4f positionMatrix = matrices.peek().getPositionMatrix(); + + GL11.glEnable(GL11.GL_LINE_SMOOTH); + GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST); + + RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram); + RenderSystem.setShaderColor(1f, 1f, 1f, 1f); + RenderSystem.lineWidth(lineWidth); + RenderSystem.enableBlend(); + RenderSystem.defaultBlendFunc(); + RenderSystem.disableCull(); + RenderSystem.enableDepthTest(); + RenderSystem.depthFunc(GL11.GL_ALWAYS); + + Vec3d offset = Vec3d.fromPolar(context.camera().getPitch(), context.camera().getYaw()); + Vec3d cameraPoint = camera.add(offset); + + buffer.begin(DrawMode.LINES, VertexFormats.LINES); + Vector3f normal = new Vector3f((float) offset.x, (float) offset.y, (float) offset.z); + buffer + .vertex(positionMatrix, (float) cameraPoint.x , (float) cameraPoint.y, (float) cameraPoint.z) + .color(colorComponents[0], colorComponents[1], colorComponents[2], alpha) + .normal(normal.x, normal.y, normal.z) + .next(); + + buffer + .vertex(positionMatrix, (float) point.getX(), (float) point.getY(), (float) point.getZ()) + .color(colorComponents[0], colorComponents[1], colorComponents[2], alpha) + .normal(normal.x, normal.y, normal.z) + .next(); + + + tessellator.draw(); + + matrices.pop(); + GL11.glDisable(GL11.GL_LINE_SMOOTH); + RenderSystem.lineWidth(1f); + RenderSystem.enableCull(); + RenderSystem.depthFunc(GL11.GL_LEQUAL); + } + public static void renderQuad(WorldRenderContext context, Vec3d[] points, float[] colorComponents, float alpha, boolean throughWalls) { Vec3d camera = context.camera().getPos(); MatrixStack matrices = context.matrixStack(); |