From 43e8c330620de57df72fa1225e6e2efd828737f8 Mon Sep 17 00:00:00 2001
From: Aaron <51387595+azureaaron@users.noreply.github.com>
Date: Wed, 2 Aug 2023 13:03:58 +0800
Subject: Add text rendering method
---
.../me/xmrvizzy/skyblocker/utils/RenderHelper.java | 187 ++++++++++++---------
1 file changed, 103 insertions(+), 84 deletions(-)
(limited to 'src/main/java/me/xmrvizzy/skyblocker/utils')
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.
- *
- * 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.
+ *
+ * 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(); } /** -- cgit