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package me.xmrvizzy.skyblocker.utils.render;
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.render.culling.OcclusionCulling;
import me.xmrvizzy.skyblocker.utils.render.title.Title;
import me.xmrvizzy.skyblocker.utils.render.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.SoundEvents;
import net.minecraft.text.OrderedText;
import net.minecraft.text.Text;
import net.minecraft.util.math.BlockPos;
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.*;
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();
}
}
/**
* 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) {
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();
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();
}
}
/**
* 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();
}
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);
}
/**
* 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(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;
}
}
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