package at.hannibal2.skyhanni.utils import at.hannibal2.skyhanni.SkyHanniMod import at.hannibal2.skyhanni.events.LorenzTickEvent import at.hannibal2.skyhanni.events.RenderEntityOutlineEvent import at.hannibal2.skyhanni.mixins.transformers.CustomRenderGlobal import at.hannibal2.skyhanni.test.command.ErrorManager import net.minecraft.client.Minecraft import net.minecraft.client.renderer.GlStateManager import net.minecraft.client.renderer.OpenGlHelper import net.minecraft.client.renderer.RenderHelper import net.minecraft.client.renderer.culling.ICamera import net.minecraft.client.shader.Framebuffer import net.minecraft.entity.Entity import net.minecraft.entity.EntityLivingBase import net.minecraft.util.BlockPos import net.minecraftforge.client.MinecraftForgeClient import net.minecraftforge.fml.common.eventhandler.EventPriority import net.minecraftforge.fml.common.eventhandler.SubscribeEvent import org.lwjgl.opengl.GL11 import org.lwjgl.opengl.GL13 import org.lwjgl.opengl.GL30 import java.lang.reflect.InvocationTargetException import java.lang.reflect.Method /** * Class to handle all entity outlining, including xray and no-xray rendering * Features that include entity outlining should subscribe to the {@link RenderEntityOutlineEvent}. * * Credit to SkyblockAddons and Biscuit Development * https://github.com/BiscuitDevelopment/SkyblockAddons/blob/main/src/main/java/codes/biscuit/skyblockaddons/features/EntityOutlines/EntityOutlineRenderer.java * */ object EntityOutlineRenderer { private val entityRenderCache: CachedInfo = CachedInfo(null, null, null) private var stopLookingForOptifine = false private var isMissingMixin = false private var isFastRender: Method? = null private var isShaders: Method? = null private var isAntialiasing: Method? = null private var emptyLastTick = false private val swapBuffer by lazy { initSwapBuffer() } private val logger = LorenzLogger("entity_outline_renderer") private val mc get() = Minecraft.getMinecraft() private val BUF_FLOAT_4: java.nio.FloatBuffer = org.lwjgl.BufferUtils.createFloatBuffer(4) private val CustomRenderGlobal.frameBuffer get() = entityOutlineFramebuffer_skyhanni private val CustomRenderGlobal.shader get() = entityOutlineShader_skyhanni /** * @return a new framebuffer with the size of the main framebuffer */ private fun initSwapBuffer(): Framebuffer { val main = mc.framebuffer val framebuffer = Framebuffer(main.framebufferTextureWidth, main.framebufferTextureHeight, true) framebuffer.setFramebufferFilter(GL11.GL_NEAREST) framebuffer.setFramebufferColor(0.0f, 0.0f, 0.0f, 0.0f) return framebuffer } private fun updateFramebufferSize() { val width = mc.displayWidth val height = mc.displayHeight if (swapBuffer.framebufferWidth != width || swapBuffer.framebufferHeight != height) { swapBuffer.createBindFramebuffer(width, height) } val renderGlobal = mc.renderGlobal as CustomRenderGlobal val outlineBuffer = renderGlobal.frameBuffer if (outlineBuffer.framebufferWidth != width || outlineBuffer.framebufferHeight != height) { outlineBuffer.createBindFramebuffer(width, height) renderGlobal.shader.createBindFramebuffers(width, height) } } /** * Renders xray and no-xray entity outlines. * * @param camera the current camera * @param partialTicks the progress to the next tick * @param vector the camera position as Vector */ @JvmStatic fun renderEntityOutlines(camera: ICamera, partialTicks: Float, vector: LorenzVec): Boolean { val shouldRenderOutlines = shouldRenderEntityOutlines() if (!(shouldRenderOutlines && !isCacheEmpty() && MinecraftForgeClient.getRenderPass() == 0)) { return !shouldRenderOutlines } val renderGlobal = mc.renderGlobal as CustomRenderGlobal val renderManager = mc.renderManager mc.theWorld.theProfiler.endStartSection("entityOutlines") updateFramebufferSize() // Clear and bind the outline framebuffer renderGlobal.frameBuffer.framebufferClear() renderGlobal.frameBuffer.bindFramebuffer(false) // Vanilla options RenderHelper.disableStandardItemLighting() GlStateManager.disableFog() mc.renderManager.setRenderOutlines(true) // Enable outline mode GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL13.GL_COMBINE) GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_COMBINE_RGB, GL11.GL_REPLACE) GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_SOURCE0_RGB, GL13.GL_CONSTANT) GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR) GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_COMBINE_ALPHA, GL11.GL_REPLACE) GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_SOURCE0_ALPHA, GL11.GL_TEXTURE) GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL13.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA) // Render x-ray outlines first, ignoring the depth buffer bit if (!isXrayCacheEmpty()) { // Xray is enabled by disabling depth testing GlStateManager.depthFunc(GL11.GL_ALWAYS) entityRenderCache.xrayCache?.forEach { (key, value) -> // Test if the entity should render, given the player's camera position if (!shouldRender(camera, key, vector)) return@forEach try { if (key !is EntityLivingBase) outlineColor(value) renderManager.renderEntityStatic(key, partialTicks, true) } catch (ignored: Exception) { } } // Reset depth function GlStateManager.depthFunc(GL11.GL_LEQUAL) } // Render no-xray outlines second, taking into consideration the depth bit if (!isNoXrayCacheEmpty()) { if (!isNoOutlineCacheEmpty()) { // Render other entities + terrain that may occlude an entity outline into a depth buffer swapBuffer.framebufferClear() copyBuffers(mc.framebuffer, swapBuffer, GL11.GL_DEPTH_BUFFER_BIT) swapBuffer.bindFramebuffer(false) // Copy terrain + other entities depth into outline frame buffer to now switch to no-xray outlines entityRenderCache.noOutlineCache?.forEach { entity -> // Test if the entity should render, given the player's instantaneous camera position if (!shouldRender(camera, entity, vector)) return@forEach try { renderManager.renderEntityStatic(entity, partialTicks, true) } catch (ignored: Exception) { } } // Copy the entire depth buffer of everything that might occlude outline to outline framebuffer copyBuffers(swapBuffer, renderGlobal.frameBuffer, GL11.GL_DEPTH_BUFFER_BIT) renderGlobal.frameBuffer.bindFramebuffer(false) } else { copyBuffers(mc.framebuffer, renderGlobal.frameBuffer, GL11.GL_DEPTH_BUFFER_BIT) } // Xray disabled by re-enabling traditional depth testing entityRenderCache.noXrayCache?.forEach { (key, value) -> // Test if the entity should render, given the player's instantaneous camera position if (!shouldRender(camera, key, vector)) return@forEach try { if (key !is EntityLivingBase) outlineColor(value) renderManager.renderEntityStatic(key, partialTicks, true) } catch (ignored: Exception) { } } } // Disable outline mode with(GL11.GL_TEXTURE_ENV) { GL11.glTexEnvi(this, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE) GL11.glTexEnvi(this, GL13.GL_COMBINE_RGB, GL11.GL_MODULATE) GL11.glTexEnvi(this, GL13.GL_SOURCE0_RGB, GL11.GL_TEXTURE) GL11.glTexEnvi(this, GL13.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR) GL11.glTexEnvi(this, GL13.GL_COMBINE_ALPHA, GL11.GL_MODULATE) GL11.glTexEnvi(this, GL13.GL_SOURCE0_ALPHA, GL11.GL_TEXTURE) GL11.glTexEnvi(this, GL13.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA) } // Vanilla options RenderHelper.enableStandardItemLighting() mc.renderManager.setRenderOutlines(false) // Load the outline shader GlStateManager.depthMask(false) renderGlobal.shader.loadShaderGroup(partialTicks) GlStateManager.depthMask(true) // Reset GL/framebuffers for next render layers GlStateManager.enableLighting() mc.framebuffer.bindFramebuffer(false) GlStateManager.enableFog() GlStateManager.enableBlend() GlStateManager.enableColorMaterial() GlStateManager.enableDepth() GlStateManager.enableAlpha() return !shouldRenderOutlines } @JvmStatic fun getCustomOutlineColor(entity: Entity?): Int? { if (entityRenderCache.xrayCache?.containsKey(entity) == true) { return entityRenderCache.xrayCache!![entity] } return if (entityRenderCache.noXrayCache?.containsKey(entity) == true) { entityRenderCache.noXrayCache!![entity] } else null } /** * Caches optifine settings and determines whether outlines should be rendered * * @return `true` iff outlines should be rendered */ @JvmStatic fun shouldRenderEntityOutlines(): Boolean { // SkyBlock Conditions if (!LorenzUtils.inSkyBlock) { return false } // Main toggle for outlines features if (!isEnabled()) { return false } // Vanilla Conditions val renderGlobal = mc.renderGlobal as CustomRenderGlobal if (renderGlobal.frameBuffer == null || renderGlobal.shader == null || mc.thePlayer == null) return false // Optifine Conditions if (!stopLookingForOptifine && isFastRender == null) { try { val config = Class.forName("Config") try { isFastRender = config.getMethod("isFastRender") isShaders = config.getMethod("isShaders") isAntialiasing = config.getMethod("isAntialiasing") } catch (ex: Exception) { logger.log("Couldn't find Optifine methods for entity outlines.") stopLookingForOptifine = true } } catch (ex: Exception) { logger.log("Couldn't find Optifine for entity outlines.") stopLookingForOptifine = true } } var isFastRenderValue = false var isShadersValue = false var isAntialiasingValue = false if (isFastRender != null) { try { isFastRenderValue = isFastRender!!.invoke(null) as Boolean isShadersValue = isShaders!!.invoke(null) as Boolean isAntialiasingValue = isAntialiasing!!.invoke(null) as Boolean } catch (ex: IllegalAccessException) { logger.log("An error occurred while calling Optifine methods for entity outlines... $ex") } catch (ex: InvocationTargetException) { logger.log("An error occurred while calling Optifine methods for entity outlines... $ex") } } return !isFastRenderValue && !isShadersValue && !isAntialiasingValue } // Add new features that need the entity outline logic here private fun isEnabled(): Boolean { if (isMissingMixin) return false if (SkyHanniMod.feature.fishing.rareCatches.highlight) return true if (SkyHanniMod.feature.misc.glowingDroppedItems.enabled) return true if (SkyHanniMod.feature.dungeon.highlightTeammates) return true if (SkyHanniMod.feature.misc.highlightPartyMembers.enabled) return true return false } /** * Apply the same rendering standards as in [net.minecraft.client.renderer.RenderGlobal.renderEntities] lines 659 to 669 * * @param camera the current camera * @param entity the entity to render * @param vector the camera position as Vector * @return whether the entity should be rendered */ private fun shouldRender(camera: ICamera, entity: Entity, vector: LorenzVec): Boolean = // Only render the view entity when sleeping or in 3rd person mode if (entity === mc.renderViewEntity && !(mc.renderViewEntity is EntityLivingBase && (mc.renderViewEntity as EntityLivingBase).isPlayerSleeping || mc.gameSettings.thirdPersonView != 0) ) { false } else mc.theWorld.isBlockLoaded(BlockPos(entity)) && (mc.renderManager.shouldRender( entity, camera, vector.x, vector.y, vector.z ) || entity.riddenByEntity === mc.thePlayer) // Only render if renderManager would render and the world is loaded at the entity private fun outlineColor(color: Int) { BUF_FLOAT_4.put(0, (color shr 16 and 255).toFloat() / 255.0f) BUF_FLOAT_4.put(1, (color shr 8 and 255).toFloat() / 255.0f) BUF_FLOAT_4.put(2, (color and 255).toFloat() / 255.0f) BUF_FLOAT_4.put(3, 1f) GL11.glTexEnv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, BUF_FLOAT_4) } /** * Function that copies a portion of a framebuffer to another framebuffer. * * * Note that this requires GL3.0 to function properly * * * The major use of this function is to copy the depth-buffer portion of the world framebuffer to the entity outline framebuffer. * This enables us to perform no-xray outlining on entities, as we can use the world framebuffer's depth testing on the outline frame buffer * * @param frameToCopy the framebuffer from which we are copying data * @param frameToPaste the framebuffer onto which we are copying the data * @param buffersToCopy the bit mask indicating the sections to copy (see [GL11.GL_DEPTH_BUFFER_BIT], [GL11.GL_COLOR_BUFFER_BIT], [GL11.GL_STENCIL_BUFFER_BIT]) */ private fun copyBuffers(frameToCopy: Framebuffer?, frameToPaste: Framebuffer?, buffersToCopy: Int) { if (OpenGlHelper.isFramebufferEnabled()) { OpenGlHelper.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, frameToCopy!!.framebufferObject) OpenGlHelper.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, frameToPaste!!.framebufferObject) GL30.glBlitFramebuffer( 0, 0, frameToCopy.framebufferWidth, frameToCopy.framebufferHeight, 0, 0, frameToPaste.framebufferWidth, frameToPaste.framebufferHeight, buffersToCopy, GL11.GL_NEAREST ) } } private fun isCacheEmpty() = isXrayCacheEmpty() && isNoXrayCacheEmpty() private fun isXrayCacheEmpty() = entityRenderCache.xrayCache?.isEmpty() ?: true private fun isNoXrayCacheEmpty() = entityRenderCache.noXrayCache?.isEmpty() ?: true private fun isNoOutlineCacheEmpty() = entityRenderCache.noOutlineCache?.isEmpty() ?: true /** * Updates the cache at the start of every minecraft tick to improve efficiency. * Identifies and caches all entities in the world that should be outlined. * * * Calls to [.shouldRender] are frustum based, rely on partialTicks, * and so can't be updated on a per-tick basis without losing information. * * * This works since entities are only updated once per tick, so the inclusion or exclusion of an entity * to be outlined can be cached each tick with no loss of data * * @param event the client tick event */ @SubscribeEvent fun onTick(event: LorenzTickEvent) { if (!(event.phase == EventPriority.NORMAL && isEnabled())) return val renderGlobal = try { mc.renderGlobal as CustomRenderGlobal } catch (e: NoClassDefFoundError) { ErrorManager.logErrorWithData(e, "Unable to enable entity outlines, the required mixin is not loaded") isMissingMixin = true return } if (mc.theWorld != null && shouldRenderEntityOutlines()) { // These events need to be called in this specific order for the xray to have priority over the no xray // Get all entities to render xray outlines val xrayOutlineEvent = RenderEntityOutlineEvent(RenderEntityOutlineEvent.Type.XRAY, null) xrayOutlineEvent.postAndCatch() // Get all entities to render no xray outlines, using pre-filtered entities (no need to test xray outlined entities) val noxrayOutlineEvent = RenderEntityOutlineEvent( RenderEntityOutlineEvent.Type.NO_XRAY, xrayOutlineEvent.entitiesToChooseFrom ) noxrayOutlineEvent.postAndCatch() // Cache the entities for future use entityRenderCache.xrayCache = xrayOutlineEvent.entitiesToOutline entityRenderCache.noXrayCache = noxrayOutlineEvent.entitiesToOutline entityRenderCache.noOutlineCache = noxrayOutlineEvent.entitiesToChooseFrom emptyLastTick = if (isCacheEmpty()) { if (!emptyLastTick) { renderGlobal.frameBuffer.framebufferClear() } true } else false } else if (!emptyLastTick) { entityRenderCache.xrayCache = null entityRenderCache.noXrayCache = null entityRenderCache.noOutlineCache = null if (renderGlobal.frameBuffer != null) renderGlobal.frameBuffer.framebufferClear() emptyLastTick = true } } private class CachedInfo( var xrayCache: HashMap?, var noXrayCache: HashMap?, var noOutlineCache: HashSet? ) }