diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/main/java/me/xmrvizzy/skyblocker/utils/RenderHelper.java | 187 |
1 files changed, 103 insertions, 84 deletions
diff --git a/src/main/java/me/xmrvizzy/skyblocker/utils/RenderHelper.java b/src/main/java/me/xmrvizzy/skyblocker/utils/RenderHelper.java index 8f0f7860..5de3ce77 100644 --- a/src/main/java/me/xmrvizzy/skyblocker/utils/RenderHelper.java +++ b/src/main/java/me/xmrvizzy/skyblocker/utils/RenderHelper.java @@ -1,5 +1,8 @@ package me.xmrvizzy.skyblocker.utils; +import com.mojang.blaze3d.platform.GlStateManager.DstFactor; +import com.mojang.blaze3d.platform.GlStateManager.SrcFactor; +import com.mojang.blaze3d.systems.RenderSystem; import me.x150.renderer.render.Renderer3d; import me.xmrvizzy.skyblocker.mixin.accessor.BeaconBlockEntityRendererInvoker; import me.xmrvizzy.skyblocker.utils.culling.OcclusionCulling; @@ -7,34 +10,26 @@ import me.xmrvizzy.skyblocker.utils.title.Title; import me.xmrvizzy.skyblocker.utils.title.TitleContainer; import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderContext; import net.minecraft.client.MinecraftClient; -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.VertexConsumerProvider; -import net.minecraft.client.render.VertexFormats; +import net.minecraft.client.font.TextRenderer; +import net.minecraft.client.render.*; import net.minecraft.client.render.VertexFormat.DrawMode; import net.minecraft.client.util.math.MatrixStack; import net.minecraft.sound.SoundEvent; -import net.minecraft.text.Text; -import net.minecraft.util.Formatting; +import net.minecraft.text.OrderedText; import net.minecraft.util.Identifier; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; -import java.awt.*; - import org.joml.Matrix3f; import org.joml.Matrix4f; import org.joml.Vector3f; import org.lwjgl.opengl.GL11; -import com.mojang.blaze3d.platform.GlStateManager.DstFactor; -import com.mojang.blaze3d.platform.GlStateManager.SrcFactor; -import com.mojang.blaze3d.systems.RenderSystem; +import java.awt.*; public class RenderHelper { private static final Vec3d ONE = new Vec3d(1, 1, 1); private static final int MAX_OVERWORLD_BUILD_HEIGHT = 319; + private static final MinecraftClient client = MinecraftClient.getInstance(); public static void renderFilledThroughWallsWithBeaconBeam(WorldRenderContext context, BlockPos pos, float[] colorComponents, float alpha) { renderFilledThroughWalls(context, pos, colorComponents, alpha); @@ -44,8 +39,8 @@ public class RenderHelper { public static void renderFilledThroughWalls(WorldRenderContext context, BlockPos pos, float[] colorComponents, float alpha) { if (FrustumUtils.isVisible(pos.getX(), pos.getY(), pos.getZ(), pos.getX() + 1, pos.getY() + 1, pos.getZ() + 1)) { Renderer3d.renderThroughWalls(); - renderFilled(context, pos, colorComponents, alpha); - Renderer3d.stopRenderThroughWalls(); + renderFilled(context, pos, colorComponents, alpha); + Renderer3d.stopRenderThroughWalls(); } } @@ -63,84 +58,108 @@ public class RenderHelper { if (FrustumUtils.isVisible(pos.getX(), pos.getY(), pos.getZ(), pos.getX() + 1, MAX_OVERWORLD_BUILD_HEIGHT, pos.getZ() + 1)) { MatrixStack matrices = context.matrixStack(); Vec3d camera = context.camera().getPos(); - + matrices.push(); - matrices.translate(pos.getX() - camera.x, pos.getY() - camera.y, pos.getZ() - camera.z); - + matrices.translate(pos.getX() - camera.getX(), pos.getY() - camera.getY(), pos.getZ() - camera.getZ()); + Tessellator tessellator = RenderSystem.renderThreadTesselator(); BufferBuilder buffer = tessellator.getBuffer(); VertexConsumerProvider.Immediate consumer = VertexConsumerProvider.immediate(buffer); - + BeaconBlockEntityRendererInvoker.renderBeam(matrices, consumer, context.tickDelta(), context.world().getTime(), 0, MAX_OVERWORLD_BUILD_HEIGHT, colorComponents); - + consumer.draw(); matrices.pop(); } } - - /** - * Draws lines from point to point.<br><br> - * - * Tip: To draw lines from the center of a block, offset the X, Y and Z each by 0.5 - * - * @param context The WorldRenderContext which supplies the matrices and tick delta - * @param points The points from which to draw lines between - * @param colorComponents An array of R, G and B color components - * @param alpha The alpha of the lines - * @param lineWidth The width of the lines - */ - public static void renderLinesFromPoints(WorldRenderContext context, Vec3d[] points, 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 projectionMatrix = matrices.peek().getPositionMatrix(); - Matrix3f normalMatrix = matrices.peek().getNormalMatrix(); - - 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.blendFunc(SrcFactor.SRC_ALPHA, DstFactor.ONE_MINUS_SRC_ALPHA); - 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(); - - buffer - .vertex(projectionMatrix, (float) point.getX(), (float) point.getY(), (float) point.getZ()) - .color(colorComponents[0], colorComponents[1], colorComponents[2], alpha) - .normal(normalMatrix, normalVec.x, normalVec.y, normalVec.z) - .next(); - } - - tessellator.draw(); - - matrices.pop(); - GL11.glDisable(GL11.GL_LINE_SMOOTH); - RenderSystem.lineWidth(1f); - RenderSystem.disableBlend(); - RenderSystem.defaultBlendFunc(); - RenderSystem.enableCull(); - RenderSystem.disableDepthTest(); - } - - public static void displayTitleAndPlaySound(int stayTicks, int fadeOutTicks, String titleKey, Formatting formatting) { - MinecraftClient.getInstance().inGameHud.setTitleTicks(0, stayTicks, fadeOutTicks); - MinecraftClient.getInstance().inGameHud.setTitle(Text.translatable(titleKey).formatted(formatting)); - playNotificationSound(); + + /** + * 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 + * + * @param context The WorldRenderContext which supplies the matrices and tick delta + * @param points The points from which to draw lines between + * @param colorComponents An array of R, G and B color components + * @param alpha The alpha of the lines + * @param lineWidth The width of the lines + */ + public static void renderLinesFromPoints(WorldRenderContext context, Vec3d[] points, 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 projectionMatrix = matrices.peek().getPositionMatrix(); + Matrix3f normalMatrix = matrices.peek().getNormalMatrix(); + + 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.blendFunc(SrcFactor.SRC_ALPHA, DstFactor.ONE_MINUS_SRC_ALPHA); + 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(); + + buffer.vertex(projectionMatrix, (float) point.getX(), (float) point.getY(), (float) point.getZ()).color(colorComponents[0], colorComponents[1], colorComponents[2], alpha).normal(normalMatrix, normalVec.x, normalVec.y, normalVec.z).next(); + } + + tessellator.draw(); + + matrices.pop(); + GL11.glDisable(GL11.GL_LINE_SMOOTH); + RenderSystem.lineWidth(1f); + RenderSystem.disableBlend(); + RenderSystem.defaultBlendFunc(); + RenderSystem.enableCull(); + RenderSystem.disableDepthTest(); + } + + /** + * Renders text in the world space. + * + * @param seeThrough Whether the text should be able to be seen through walls or not. + */ + public static void renderText(WorldRenderContext context, Vec3d pos, OrderedText text, float scale, boolean seeThrough) { + MatrixStack matrices = context.matrixStack(); + Vec3d camera = context.camera().getPos(); + TextRenderer textRenderer = client.textRenderer; + + scale *= 0.025f; + + matrices.push(); + matrices.translate(pos.getX() - camera.getX(), pos.getY() - camera.getY(), pos.getZ() - camera.getZ()); + matrices.peek().getPositionMatrix().mul(RenderSystem.getModelViewMatrix()); + matrices.multiply(context.camera().getRotation()); + matrices.scale(-scale, -scale, scale); + + Matrix4f positionMatrix = matrices.peek().getPositionMatrix(); + float xOffset = -textRenderer.getWidth(text) / 2f; + + Tessellator tessellator = RenderSystem.renderThreadTesselator(); + BufferBuilder buffer = tessellator.getBuffer(); + VertexConsumerProvider.Immediate consumers = VertexConsumerProvider.immediate(buffer); + + RenderSystem.depthFunc(seeThrough ? GL11.GL_ALWAYS : GL11.GL_LEQUAL); + + textRenderer.draw(text, xOffset, 0, 0xFFFFFFFF, false, positionMatrix, consumers, TextRenderer.TextLayerType.SEE_THROUGH, 0, LightmapTextureManager.MAX_LIGHT_COORDINATE); + consumers.draw(); + + RenderSystem.depthFunc(GL11.GL_LEQUAL); + matrices.pop(); } /** |