diff options
Diffstat (limited to 'src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt')
-rw-r--r-- | src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt | 93 |
1 files changed, 59 insertions, 34 deletions
diff --git a/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt b/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt index 58e000ce7..cade8b0fe 100644 --- a/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt +++ b/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt @@ -93,28 +93,52 @@ object RenderUtils { * @author Moulberry * @author Mojang */ - fun drawFilledBoundingBox(aabb: AxisAlignedBB, c: Color, alphaMultiplier: Float = 1f) { + fun drawFilledBoundingBox( + aabb: AxisAlignedBB, + c: Color, + alphaMultiplier: Float = 1f, + /** + * If set to `true`, renders the box relative to the camera instead of relative to the world. + * If set to `false`, will be relativized to [RenderUtils.getViewerPos]. Setting this to `false` requires + * specifying [partialTicks]] + */ + renderRelativeToCamera: Boolean = true, + drawVerticalBarriers: Boolean = true, + partialTicks: Float = 0F + ) { GlStateManager.enableBlend() GlStateManager.disableLighting() - GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0) + GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.disableTexture2D() + GlStateManager.disableCull() + val effectiveAABB = if (!renderRelativeToCamera) { + val vp = getViewerPos(partialTicks) + AxisAlignedBB( + aabb.minX - vp.x, aabb.minY - vp.y, aabb.minZ - vp.z, + aabb.maxX - vp.x, aabb.maxY - vp.y, aabb.maxZ - vp.z, + ) + } else { + aabb + } val tessellator = Tessellator.getInstance() val worldRenderer = tessellator.worldRenderer - GlStateManager.color(c.red / 255f, c.green / 255f, c.blue / 255f, c.alpha / 255f * alphaMultiplier) //vertical - worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex() - tessellator.draw() - worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex() - tessellator.draw() + if (drawVerticalBarriers) { + GlStateManager.color(c.red / 255f, c.green / 255f, c.blue / 255f, c.alpha / 255f * alphaMultiplier) + worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + tessellator.draw() + worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + tessellator.draw() + } GlStateManager.color( c.red / 255f * 0.8f, c.green / 255f * 0.8f, @@ -124,16 +148,16 @@ object RenderUtils { //x worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() tessellator.draw() worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() tessellator.draw() GlStateManager.color( c.red / 255f * 0.9f, @@ -143,18 +167,19 @@ object RenderUtils { ) //z worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(aabb.minX, aabb.maxY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.minY, aabb.minZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.minY, aabb.minZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() tessellator.draw() worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(aabb.minX, aabb.minY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.minY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.maxX, aabb.maxY, aabb.maxZ).endVertex() - worldRenderer.pos(aabb.minX, aabb.maxY, aabb.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() tessellator.draw() GlStateManager.enableTexture2D() + GlStateManager.enableCull() GlStateManager.disableBlend() } @@ -180,7 +205,7 @@ object RenderUtils { GlStateManager.enableTexture2D() GlStateManager.tryBlendFuncSeparate(770, 1, 1, 0) GlStateManager.enableBlend() - GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0) + GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) val time = Minecraft.getMinecraft().theWorld.totalWorldTime + partialTicks.toDouble() val d1 = MathHelper.func_181162_h( -time * 0.2 - MathHelper.floor_double(-time * 0.1) @@ -321,7 +346,7 @@ object RenderUtils { GlStateManager.disableLighting() GlStateManager.depthMask(false) GlStateManager.enableBlend() - GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0) + GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) val tessellator = Tessellator.getInstance() val worldrenderer = tessellator.worldRenderer val i = 0 @@ -591,7 +616,7 @@ object RenderUtils { GlStateManager.enableBlend() GlStateManager.depthFunc(GL11.GL_LEQUAL) GlStateManager.disableCull() - GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0) + GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.enableAlpha() GlStateManager.disableTexture2D() color.bindColor() |