package de.hysky.skyblocker.utils.render; import com.mojang.blaze3d.systems.RenderSystem; import com.mojang.logging.LogUtils; import de.hysky.skyblocker.SkyblockerMod; import de.hysky.skyblocker.mixin.accessor.BeaconBlockEntityRendererInvoker; 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 net.fabricmc.fabric.api.client.rendering.v1.WorldRenderContext; import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderEvents; import net.fabricmc.fabric.api.event.Event; import net.minecraft.client.MinecraftClient; 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.SoundEvents; import net.minecraft.text.OrderedText; import net.minecraft.text.Text; import net.minecraft.util.Identifier; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Box; import net.minecraft.util.math.Vec3d; import java.lang.invoke.MethodHandle; import java.lang.invoke.MethodHandles; import java.lang.invoke.MethodType; import org.joml.Matrix3f; import org.joml.Matrix4f; import org.lwjgl.opengl.GL11; import org.slf4j.Logger; public class RenderHelper { private static final Logger LOGGER = LogUtils.getLogger(); private static final Identifier TRANSLUCENT_DRAW = new Identifier(SkyblockerMod.NAMESPACE, "translucent_draw"); private static final MethodHandle SCHEDULE_DEFERRED_RENDER_TASK = getDeferredRenderTaskHandle(); 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 init() { WorldRenderEvents.AFTER_TRANSLUCENT.addPhaseOrdering(Event.DEFAULT_PHASE, TRANSLUCENT_DRAW); WorldRenderEvents.AFTER_TRANSLUCENT.register(TRANSLUCENT_DRAW, RenderHelper::drawTranslucents); } public static void renderFilledThroughWallsWithBeaconBeam(WorldRenderContext context, BlockPos pos, float[] colorComponents, float alpha) { renderFilledThroughWalls(context, pos, colorComponents, alpha); renderBeaconBeam(context, pos, colorComponents); } 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)) { renderFilled(context, Vec3d.of(pos), ONE, colorComponents, alpha, true); } } public static void renderFilledIfVisible(WorldRenderContext context, BlockPos pos, float[] colorComponents, float alpha) { if (OcclusionCulling.isVisible(pos.getX(), pos.getY(), pos.getZ(), pos.getX() + 1, pos.getY() + 1, pos.getZ() + 1)) { renderFilled(context, Vec3d.of(pos), ONE, colorComponents, alpha, false); } } private static void renderFilled(WorldRenderContext context, Vec3d pos, Vec3d dimensions, float[] colorComponents, float alpha, boolean throughWalls) { MatrixStack matrices = context.matrixStack(); Vec3d camera = context.camera().getPos(); matrices.push(); matrices.translate(-camera.x, -camera.y, -camera.z); VertexConsumerProvider consumers = context.consumers(); VertexConsumer buffer = consumers.getBuffer(throughWalls ? SkyblockerRenderLayers.FILLED_THROUGH_WALLS : SkyblockerRenderLayers.FILLED); WorldRenderer.renderFilledBox(matrices, buffer, pos.x, pos.y, pos.z, pos.x + dimensions.x, pos.y + dimensions.y, pos.z + dimensions.z, colorComponents[0], colorComponents[1], colorComponents[2], alpha); matrices.pop(); } private static void renderBeaconBeam(WorldRenderContext context, BlockPos pos, float[] colorComponents) { 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.getX(), pos.getY() - camera.getY(), pos.getZ() - camera.getZ()); BeaconBlockEntityRendererInvoker.renderBeam(matrices, context.consumers(), context.tickDelta(), context.world().getTime(), 0, MAX_OVERWORLD_BUILD_HEIGHT, colorComponents); matrices.pop(); } } /** * Renders the outline of a box with the specified color components and line width. * This does not use renderer since renderer draws outline using debug lines with a fixed width. */ public static void renderOutline(WorldRenderContext context, Box box, float[] colorComponents, float lineWidth, boolean throughWalls) { if (FrustumUtils.isVisible(box)) { MatrixStack matrices = context.matrixStack(); Vec3d camera = context.camera().getPos(); Tessellator tessellator = RenderSystem.renderThreadTesselator(); BufferBuilder buffer = tessellator.getBuffer(); RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram); RenderSystem.setShaderColor(1f, 1f, 1f, 1f); RenderSystem.lineWidth(lineWidth); RenderSystem.disableCull(); RenderSystem.enableDepthTest(); RenderSystem.depthFunc(throughWalls ? GL11.GL_ALWAYS : GL11.GL_LEQUAL); matrices.push(); matrices.translate(-camera.getX(), -camera.getY(), -camera.getZ()); buffer.begin(DrawMode.LINES, VertexFormats.LINES); WorldRenderer.drawBox(matrices, buffer, box, colorComponents[0], colorComponents[1], colorComponents[2], 1f); tessellator.draw(); matrices.pop(); RenderSystem.lineWidth(1f); RenderSystem.enableCull(); RenderSystem.disableDepthTest(); RenderSystem.depthFunc(GL11.GL_LEQUAL); } } /** * 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 * @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 positionMatrix = 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.defaultBlendFunc(); RenderSystem.disableCull(); RenderSystem.enableDepthTest(); buffer.begin(DrawMode.LINE_STRIP, VertexFormats.LINES); for (int i = 0; i < points.length; i++) { Vec3d normalVec = points[(i + 1) % points.length].subtract(points[i]).normalize(); buffer .vertex(positionMatrix, (float) points[i].getX(), (float) points[i].getY(), (float) points[i].getZ()) .color(colorComponents[0], colorComponents[1], colorComponents[2], alpha) .normal(normalMatrix, (float) normalVec.x, (float) normalVec.y, (float) normalVec.z) .next(); } tessellator.draw(); matrices.pop(); GL11.glDisable(GL11.GL_LINE_SMOOTH); RenderSystem.lineWidth(1f); 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.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 throughWalls) { renderText(context, text, pos, scale, 0, throughWalls); } 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 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 throughWalls) { 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(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(); RenderSystem.depthFunc(GL11.GL_LEQUAL); matrices.pop(); } /** * This is called after all {@link WorldRenderEvents#AFTER_TRANSLUCENT} listeners have been called so that we can draw all remaining render layers. */ private static void drawTranslucents(WorldRenderContext context) { //Draw all render layers that haven't been drawn yet - drawing a specific layer does nothing and idk why ((VertexConsumerProvider.Immediate) context.consumers()).draw(); } public static void runOnRenderThread(Runnable runnable) { if (RenderSystem.isOnRenderThread()) { runnable.run(); } else if (SCHEDULE_DEFERRED_RENDER_TASK != null) { //Sodium try { SCHEDULE_DEFERRED_RENDER_TASK.invokeExact(runnable); } catch (Throwable t) { LOGGER.error("[Skyblocker] Failed to schedule a render task!", t); } } else { //Vanilla RenderSystem.recordRenderCall(runnable::run); } } /** * Adds the title to {@link TitleContainer} and {@link #playNotificationSound() plays the notification sound} if the title is not in the {@link TitleContainer} already. * No checking needs to be done on whether the title is in the {@link TitleContainer} already by the caller. * * @param title the title */ public static void displayInTitleContainerAndPlaySound(Title title) { if (TitleContainer.addTitle(title)) { playNotificationSound(); } } /** * Adds the title to {@link TitleContainer} for a set number of ticks and {@link #playNotificationSound() plays the notification sound} if the title is not in the {@link TitleContainer} already. * No checking needs to be done on whether the title is in the {@link TitleContainer} already by the caller. * * @param title the title * @param ticks the number of ticks the title will remain */ public static void displayInTitleContainerAndPlaySound(Title title, int ticks) { if (TitleContainer.addTitle(title, ticks)) { playNotificationSound(); } } private static void playNotificationSound() { if (client.player != null) { client.player.playSound(SoundEvents.ENTITY_EXPERIENCE_ORB_PICKUP, 100f, 0.1f); } } public static boolean pointIsInArea(double x, double y, double x1, double y1, double x2, double y2) { return x >= x1 && x <= x2 && y >= y1 && y <= y2; } // TODO Get rid of reflection once the new Sodium is released private static MethodHandle getDeferredRenderTaskHandle() { try { Class deferredTaskClass = Class.forName("me.jellysquid.mods.sodium.client.render.util.DeferredRenderTask"); MethodHandles.Lookup lookup = MethodHandles.publicLookup(); MethodType mt = MethodType.methodType(void.class, Runnable.class); return lookup.findStatic(deferredTaskClass, "schedule", mt); } catch (Throwable ignored) {} return null; } }