const { f, m } = require("../../mappings/mappings"); if(!GlStateManager){ var GL11 = Java.type("org.lwjgl.opengl.GL11"); //using var so it goes to global scope var GlStateManager = Java.type("net.minecraft.client.renderer.GlStateManager"); } module.exports = { /* accepts parameters * h Object = {h:x, s:y, v:z} * OR * h, s, v */ HSVtoRGB:function (h, s, v) { var r, g, b, i, f, p, q, t; if (arguments.length === 1) { s = h.s, v = h.v, h = h.h; } i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } return { r: r * 255, g: g * 255, b: b * 255 }; }, drawLine:function (x, y, z, x2, y2, z2, r, g, b, thickness=1) { GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(thickness); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GlStateManager.func_179094_E(); Tessellator.begin(3).colorize(r, g, b); Tessellator.pos(x, y, z); Tessellator.pos(x2, y2, z2); Tessellator.draw(); GlStateManager.func_179121_F(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); }, drawLineWithDepth:function (x, y, z, x2, y2, z2, r, g, b,t) { GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(t); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); GlStateManager.func_179094_E(); Tessellator.begin(3).colorize(r, g, b); Tessellator.pos(x, y, z); Tessellator.pos(x2, y2, z2); Tessellator.draw(); GlStateManager.func_179121_F(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); }, drawLineSmall:function (x, y, z, x2, y2, z2, r, g, b) { Tessellator.begin(3).colorize(r, g, b); Tessellator.pos(x, y, z); Tessellator.pos(x2, y2, z2); Tessellator.draw(); }, drawBoxAtBlockNotVisThruWalls:function (x, y, z, colorR, colorG, colorB){ GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(3); GL11.glDisable(GL11.GL_TEXTURE_2D); GlStateManager.func_179094_E(); x -= 0.005 y -= 0.005 z -= 0.005 Tessellator.begin(3).colorize(colorR, colorG, colorB); Tessellator.pos(x+1.01,y+1.01,z+1.01); Tessellator.pos(x+1.01,y+1.01,z); Tessellator.pos(x,y+1.01,z); Tessellator.pos(x,y+1.01,z+1.01); Tessellator.pos(x+1.01,y+1.01,z+1.01); Tessellator.pos(x+1.01,y,z+1.01); Tessellator.pos(x+1.01,y,z); Tessellator.pos(x,y,z); Tessellator.pos(x,y,z+1.01); Tessellator.pos(x,y,z); Tessellator.pos(x,y+1.01,z); Tessellator.pos(x,y,z); Tessellator.pos(x+1.01,y,z); Tessellator.pos(x+1.01,y+1.01,z); Tessellator.pos(x+1.01,y,z); Tessellator.pos(x+1.01,y,z+1.01); Tessellator.pos(x,y,z+1.01); Tessellator.pos(x,y+1.01,z+1.01); Tessellator.pos(x+1.01,y+1.01,z+1.01); Tessellator.draw(); GlStateManager.func_179121_F(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); }, drawBoxAtBlock:function (x, y, z, colorR, colorG, colorB){ GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(3); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GlStateManager[m.pushMatrix]() Tessellator.begin(3).colorize(colorR, colorG, colorB); Tessellator.pos(x+1,y+1,z+1); Tessellator.pos(x+1,y+1,z); Tessellator.pos(x,y+1,z); Tessellator.pos(x,y+1,z+1); Tessellator.pos(x+1,y+1,z+1); Tessellator.pos(x+1,y,z+1); Tessellator.pos(x+1,y,z); Tessellator.pos(x,y,z); Tessellator.pos(x,y,z+1); Tessellator.pos(x,y,z); Tessellator.pos(x,y+1,z); Tessellator.pos(x,y,z); Tessellator.pos(x+1,y,z); Tessellator.pos(x+1,y+1,z); Tessellator.pos(x+1,y,z); Tessellator.pos(x+1,y,z+1); Tessellator.pos(x,y,z+1); Tessellator.pos(x,y+1,z+1); Tessellator.pos(x+1,y+1,z+1); Tessellator.draw(); GlStateManager[m.popMatrix]() GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); }, drawBoxAtEntity:function (entity, colorR, colorG, colorB, width, height, partialTicks, lineWidth=2, phase=false){ let x = entity.getX() + ((entity.getX()-entity.getLastX())*partialTicks) let y = entity.getY() + ((entity.getY()-entity.getLastY())*partialTicks) let z = entity.getZ() + ((entity.getZ()-entity.getLastZ())*partialTicks) if(width === null){ width = entity.getWidth()/2 height = entity.getHeight() }else{ width = width/2 } GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(lineWidth); if(phase) GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_TEXTURE_2D); GlStateManager.func_179094_E(); Tessellator.begin(3).colorize(colorR, colorG, colorB); Tessellator.pos(x+width,y+height,z+width); Tessellator.pos(x+width,y+height,z-width); Tessellator.pos(x-width,y+height,z-width); Tessellator.pos(x-width,y+height,z+width); Tessellator.pos(x+width,y+height,z+width); Tessellator.pos(x+width,y,z+width); Tessellator.pos(x+width,y,z-width); Tessellator.pos(x-width,y,z-width); Tessellator.pos(x-width,y,z+width); Tessellator.pos(x-width,y,z-width); Tessellator.pos(x-width,y+height,z-width); Tessellator.pos(x-width,y,z-width); Tessellator.pos(x+width,y,z-width); Tessellator.pos(x+width,y+height,z-width); Tessellator.pos(x+width,y,z-width); Tessellator.pos(x+width,y,z+width); Tessellator.pos(x-width,y,z+width); Tessellator.pos(x-width,y+height,z+width); Tessellator.pos(x+width,y+height,z+width); Tessellator.draw(); GlStateManager.func_179121_F(); GL11.glEnable(GL11.GL_TEXTURE_2D); if(phase) GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_BLEND); }, drawFilledBox: function(x, y, z, w, h, red, green, blue, alpha, phase) { //FROM RENDERUTILS GL11.glDisable(GL11.GL_CULL_FACE); if (phase) { GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(2.0); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GlStateManager.func_179094_E(); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBlendFunc(770, 771); GL11.glEnable(GL11.GL_BLEND); GL11.glLineWidth(2.0); GL11.glDepthMask(false); GlStateManager.func_179094_E(); } w /= 2; Tessellator.begin(GL11.GL_QUADS, false); Tessellator.colorize(red, green, blue, alpha); Tessellator.translate(x, y, z) .pos(w, 0, w) .pos(w, 0, -w) .pos(-w, 0, -w) .pos(-w, 0, w) .pos(w, h, w) .pos(w, h, -w) .pos(-w, h, -w) .pos(-w, h, w) .pos(-w, h, w) .pos(-w, h, -w) .pos(-w, 0, -w) .pos(-w, 0, w) .pos(w, h, w) .pos(w, h, -w) .pos(w, 0, -w) .pos(w, 0, w) .pos(w, h, -w) .pos(-w, h, -w) .pos(-w, 0, -w) .pos(w, 0, -w) .pos(-w, h, w) .pos(w, h, w) .pos(w, 0, w) .pos(-w, 0, w) .draw(); GL11.glEnable(GL11.GL_CULL_FACE); if (phase) { GlStateManager.func_179121_F(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); } else { GL11.glEnable(GL11.GL_TEXTURE_2D); GlStateManager.func_179121_F(); GL11.glDepthMask(true); GL11.glDisable(GL11.GL_BLEND); } } }