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-rw-r--r--src/main/java/me/xmrvizzy/skyblocker/utils/RenderHelper.java187
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();
}
/**