From 5ff7319a944232c643a3641c759902256e12584d Mon Sep 17 00:00:00 2001
From: Kevinthegreat <92656833+kevinthegreat1@users.noreply.github.com>
Date: Sat, 30 Sep 2023 13:15:55 -0400
Subject: Add echo detection
---
.../skyblocker/utils/render/RenderHelper.java | 58 +++++++++++++++-------
1 file changed, 41 insertions(+), 17 deletions(-)
(limited to 'src/main/java/de')
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..14e6d103 100644
--- a/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
+++ b/src/main/java/de/hysky/skyblocker/utils/render/RenderHelper.java
@@ -22,7 +22,6 @@ 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 +110,8 @@ public class RenderHelper {
* Draws lines from point to point.
*
* Tip: To draw lines from the center of a block, offset the X, Y and Z each by 0.5 + *
+ * 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 +128,7 @@ 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); @@ -144,14 +145,11 @@ public class RenderHelper { 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(); } @@ -166,24 +164,50 @@ public class RenderHelper { RenderSystem.disableDepthTest(); } - public static void renderText(WorldRenderContext context, Text text, Vec3d pos, boolean seeThrough) { - renderText(context, text, pos, 1, seeThrough); + 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.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.depthFunc(GL11.GL_LEQUAL); + + matrices.pop(); + } + + 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 +227,7 @@ 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(); -- cgit