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;
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.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.OrderedText;
import net.minecraft.text.Text;
import net.minecraft.util.Identifier;
import net.minecraft.util.math.BlockPos;
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.*;
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);
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)) {
Renderer3d.renderThroughWalls();
renderFilled(context, pos, colorComponents, alpha);
Renderer3d.stopRenderThroughWalls();
}
}
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, pos, colorComponents, alpha);
}
}
private static void renderFilled(WorldRenderContext context, BlockPos pos, float[] colorComponents, float alpha) {
Renderer3d.renderFilled(context.matrixStack(), new Color(colorComponents[0], colorComponents[1], colorComponents[2], alpha), Vec3d.of(pos), ONE);
}
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());
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();
}
}
public static void renderText(WorldRenderContext context, Text text, Vec3d pos, boolean seeThrough) {
renderText(context, text, pos, 1, seeThrough);
}
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, float yOffset, boolean seeThrough) {
renderText(context, text.asOrderedText(), pos, scale, yOffset, seeThrough);
}
/**
* 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, OrderedText text, Vec3d pos, float scale, float yOffset, 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, yOffset, 0xFFFFFFFF, false, positionMatrix, consumers, TextRenderer.TextLayerType.SEE_THROUGH, 0, LightmapTextureManager.MAX_LIGHT_COORDINATE); consumers.draw(); RenderSystem.depthFunc(GL11.GL_LEQUAL); matrices.pop(); } /** * 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 (MinecraftClient.getInstance().player != null) { MinecraftClient.getInstance().player.playSound(SoundEvent.of(new Identifier("entity.experience_orb.pickup")), 100f, 0.1f); } } }