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-rw-r--r--src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java69
1 files changed, 46 insertions, 23 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 5ab698a7..4cfaef8f 100644
--- a/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
+++ b/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
@@ -1,13 +1,11 @@
package de.hysky.skyblocker.utils.render;
-import com.mojang.blaze3d.platform.GlStateManager.DstFactor;
-import com.mojang.blaze3d.platform.GlStateManager.SrcFactor;
import com.mojang.blaze3d.systems.RenderSystem;
import de.hysky.skyblocker.mixin.accessor.BeaconBlockEntityRendererInvoker;
-import me.x150.renderer.render.Renderer3d;
import de.hysky.skyblocker.utils.render.culling.OcclusionCulling;
import de.hysky.skyblocker.utils.render.title.Title;
import de.hysky.skyblocker.utils.render.title.TitleContainer;
+import me.x150.renderer.render.Renderer3d;
import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderContext;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.font.TextRenderer;
@@ -22,7 +20,6 @@ import net.minecraft.util.math.Box;
import net.minecraft.util.math.Vec3d;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
-import org.joml.Vector3f;
import org.lwjgl.opengl.GL11;
import java.awt.*;
@@ -111,6 +108,8 @@ public class RenderHelper {
* Draws lines from point to point.<br><br>
* <p>
* Tip: To draw lines from the center of a block, offset the X, Y and Z each by 0.5
+ * <p>
+ * Note: This is super messed up when drawing long lines. Tried different normals and {@link DrawMode#LINES} but nothing worked.
*
* @param context The WorldRenderContext which supplies the matrices and tick delta
* @param points The points from which to draw lines between
@@ -127,7 +126,7 @@ public class RenderHelper {
Tessellator tessellator = RenderSystem.renderThreadTesselator();
BufferBuilder buffer = tessellator.getBuffer();
- Matrix4f projectionMatrix = matrices.peek().getPositionMatrix();
+ Matrix4f positionMatrix = matrices.peek().getPositionMatrix();
Matrix3f normalMatrix = matrices.peek().getNormalMatrix();
GL11.glEnable(GL11.GL_LINE_SMOOTH);
@@ -137,21 +136,18 @@ public class RenderHelper {
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
RenderSystem.lineWidth(lineWidth);
RenderSystem.enableBlend();
- RenderSystem.blendFunc(SrcFactor.SRC_ALPHA, DstFactor.ONE_MINUS_SRC_ALPHA);
+ RenderSystem.defaultBlendFunc();
RenderSystem.disableCull();
RenderSystem.enableDepthTest();
buffer.begin(DrawMode.LINE_STRIP, VertexFormats.LINES);
for (int i = 0; i < points.length; i++) {
- Vec3d point = points[i];
- Vec3d nextPoint = (i + 1 == points.length) ? points[i - 1] : points[i + 1];
- Vector3f normalVec = new Vector3f((float) nextPoint.getX(), (float) nextPoint.getY(), (float) nextPoint.getZ()).sub((float) point.getX(), (float) point.getY(), (float) point.getZ()).normalize();
-
+ Vec3d normalVec = points[(i + 1) % points.length].subtract(points[i]).normalize();
buffer
- .vertex(projectionMatrix, (float) point.getX(), (float) point.getY(), (float) point.getZ())
+ .vertex(positionMatrix, (float) points[i].getX(), (float) points[i].getY(), (float) points[i].getZ())
.color(colorComponents[0], colorComponents[1], colorComponents[2], alpha)
- .normal(normalMatrix, normalVec.x, normalVec.y, normalVec.z)
+ .normal(normalMatrix, (float) normalVec.x, (float) normalVec.y, (float) normalVec.z)
.next();
}
@@ -160,30 +156,57 @@ public class RenderHelper {
matrices.pop();
GL11.glDisable(GL11.GL_LINE_SMOOTH);
RenderSystem.lineWidth(1f);
- RenderSystem.disableBlend();
+ RenderSystem.enableCull();
+ }
+
+ public static void renderQuad(WorldRenderContext context, Vec3d[] points, float[] colorComponents, float alpha, boolean throughWalls) {
+ 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();
+
+ RenderSystem.setShader(GameRenderer::getPositionColorProgram);
+ RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
+ RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
+ RenderSystem.disableCull();
+ RenderSystem.depthFunc(throughWalls ? GL11.GL_ALWAYS : GL11.GL_LEQUAL);
+
+ buffer.begin(DrawMode.QUADS, VertexFormats.POSITION_COLOR);
+ for (int i = 0; i < 4; i++) {
+ buffer.vertex(positionMatrix, (float) points[i].getX(), (float) points[i].getY(), (float) points[i].getZ()).color(colorComponents[0], colorComponents[1], colorComponents[2], alpha).next();
+ }
+ tessellator.draw();
+
RenderSystem.enableCull();
- RenderSystem.disableDepthTest();
+ RenderSystem.depthFunc(GL11.GL_LEQUAL);
+
+ matrices.pop();
}
- public static void renderText(WorldRenderContext context, Text text, Vec3d pos, boolean seeThrough) {
- renderText(context, text, pos, 1, seeThrough);
+ public static void renderText(WorldRenderContext context, Text text, Vec3d pos, boolean throughWalls) {
+ renderText(context, text, pos, 1, throughWalls);
}
- public static void renderText(WorldRenderContext context, Text text, Vec3d pos, float scale, boolean seeThrough) {
- renderText(context, text, pos, scale, 0, seeThrough);
+ public static void renderText(WorldRenderContext context, Text text, Vec3d pos, float scale, boolean throughWalls) {
+ renderText(context, text, pos, scale, 0, throughWalls);
}
- public static void renderText(WorldRenderContext context, Text text, Vec3d pos, float scale, float yOffset, boolean seeThrough) {
- renderText(context, text.asOrderedText(), pos, scale, yOffset, seeThrough);
+ public static void renderText(WorldRenderContext context, Text text, Vec3d pos, float scale, float yOffset, boolean throughWalls) {
+ renderText(context, text.asOrderedText(), pos, scale, yOffset, throughWalls);
}
/**
* Renders text in the world space.
*
- * @param seeThrough Whether the text should be able to be seen through walls or not.
+ * @param throughWalls whether the text should be able to be seen through walls or not.
*/
- public static void renderText(WorldRenderContext context, OrderedText text, Vec3d pos, float scale, float yOffset, boolean seeThrough) {
+ public static void renderText(WorldRenderContext context, OrderedText text, Vec3d pos, float scale, float yOffset, boolean throughWalls) {
MatrixStack matrices = context.matrixStack();
Vec3d camera = context.camera().getPos();
TextRenderer textRenderer = client.textRenderer;
@@ -203,7 +226,7 @@ public class RenderHelper {
BufferBuilder buffer = tessellator.getBuffer();
VertexConsumerProvider.Immediate consumers = VertexConsumerProvider.immediate(buffer);
- RenderSystem.depthFunc(seeThrough ? GL11.GL_ALWAYS : GL11.GL_LEQUAL);
+ RenderSystem.depthFunc(throughWalls ? GL11.GL_ALWAYS : GL11.GL_LEQUAL);
textRenderer.draw(text, xOffset, yOffset, 0xFFFFFFFF, false, positionMatrix, consumers, TextRenderer.TextLayerType.SEE_THROUGH, 0, LightmapTextureManager.MAX_LIGHT_COORDINATE);
consumers.draw();