package at.hannibal2.skyhanni.utils import at.hannibal2.skyhanni.config.core.config.Position import at.hannibal2.skyhanni.data.GuiEditManager import at.hannibal2.skyhanni.data.GuiEditManager.getAbsX import at.hannibal2.skyhanni.data.GuiEditManager.getAbsY import at.hannibal2.skyhanni.data.GuiEditManager.getDummySize import at.hannibal2.skyhanni.data.model.Graph import at.hannibal2.skyhanni.data.model.toPositionsList import at.hannibal2.skyhanni.events.GuiContainerEvent import at.hannibal2.skyhanni.events.GuiRenderItemEvent import at.hannibal2.skyhanni.events.LorenzRenderWorldEvent import at.hannibal2.skyhanni.events.RenderGuiItemOverlayEvent import at.hannibal2.skyhanni.features.misc.RoundedRectangleOutlineShader import at.hannibal2.skyhanni.features.misc.RoundedRectangleShader import at.hannibal2.skyhanni.test.GriffinUtils.drawWaypointFilled import at.hannibal2.skyhanni.test.command.ErrorManager import at.hannibal2.skyhanni.utils.CollectionUtils.zipWithNext3 import at.hannibal2.skyhanni.utils.ColorUtils.getFirstColorCode import at.hannibal2.skyhanni.utils.LorenzColor.Companion.toLorenzColor import at.hannibal2.skyhanni.utils.LorenzUtils.getCorners import at.hannibal2.skyhanni.utils.renderables.Renderable import at.hannibal2.skyhanni.utils.renderables.RenderableUtils.renderXAligned import at.hannibal2.skyhanni.utils.shader.ShaderManager import io.github.moulberry.notenoughupdates.util.Utils import io.github.notenoughupdates.moulconfig.internal.TextRenderUtils import net.minecraft.client.Minecraft import net.minecraft.client.gui.FontRenderer import net.minecraft.client.gui.Gui import net.minecraft.client.gui.ScaledResolution import net.minecraft.client.renderer.GLAllocation import net.minecraft.client.renderer.GlStateManager import net.minecraft.client.renderer.Tessellator import net.minecraft.client.renderer.WorldRenderer import net.minecraft.client.renderer.vertex.DefaultVertexFormats import net.minecraft.enchantment.Enchantment import net.minecraft.entity.Entity import net.minecraft.inventory.Slot import net.minecraft.item.ItemStack import net.minecraft.util.AxisAlignedBB import net.minecraft.util.MathHelper import net.minecraft.util.ResourceLocation import org.lwjgl.opengl.GL11 import java.awt.Color import java.nio.FloatBuffer import kotlin.math.cos import kotlin.math.max import kotlin.math.sin import kotlin.math.sqrt import kotlin.time.Duration import kotlin.time.DurationUnit object RenderUtils { enum class HorizontalAlignment(private val value: String) { LEFT("Left"), CENTER("Center"), RIGHT("Right"), DONT_ALIGN("Don't Align"), ; override fun toString() = value } enum class VerticalAlignment(private val value: String) { TOP("Top"), CENTER("Center"), BOTTOM("Bottom"), DONT_ALIGN("Don't Align"), ; override fun toString() = value } private val beaconBeam = ResourceLocation("textures/entity/beacon_beam.png") private val matrixBuffer: FloatBuffer = GLAllocation.createDirectFloatBuffer(16); private val colourBuffer: FloatBuffer = GLAllocation.createDirectFloatBuffer(16) private val bezier2Buffer: FloatBuffer = GLAllocation.createDirectFloatBuffer(9) infix fun Slot.highlight(color: LorenzColor) { highlight(color.toColor()) } infix fun Slot.highlight(color: Color) { highlight(color, xDisplayPosition, yDisplayPosition) } infix fun RenderGuiItemOverlayEvent.highlight(color: LorenzColor) { highlight(color.toColor()) } infix fun RenderGuiItemOverlayEvent.highlight(color: Color) { highlight(color, x, y) } fun highlight(color: Color, x: Int, y: Int) { GlStateManager.disableLighting() GlStateManager.disableDepth() GlStateManager.pushMatrix() // TODO don't use z GlStateManager.translate(0f, 0f, 110 + Minecraft.getMinecraft().renderItem.zLevel) Gui.drawRect(x, y, x + 16, y + 16, color.rgb) GlStateManager.popMatrix() GlStateManager.enableDepth() GlStateManager.enableLighting() } infix fun Slot.drawBorder(color: LorenzColor) { drawBorder(color.toColor()) } infix fun Slot.drawBorder(color: Color) { drawBorder(color, xDisplayPosition, yDisplayPosition) } infix fun RenderGuiItemOverlayEvent.drawBorder(color: LorenzColor) { drawBorder(color.toColor()) } infix fun RenderGuiItemOverlayEvent.drawBorder(color: Color) { drawBorder(color, x, y) } fun drawBorder(color: Color, x: Int, y: Int) { GlStateManager.disableLighting() GlStateManager.disableDepth() GlStateManager.pushMatrix() GlStateManager.translate(0f, 0f, 110 + Minecraft.getMinecraft().renderItem.zLevel) Gui.drawRect(x, y, x + 1, y + 16, color.rgb) Gui.drawRect(x, y, x + 16, y + 1, color.rgb) Gui.drawRect(x, y + 15, x + 16, y + 16, color.rgb) Gui.drawRect(x + 15, y, x + 16, y + 16, color.rgb) GlStateManager.popMatrix() GlStateManager.enableDepth() GlStateManager.enableLighting() } fun LorenzRenderWorldEvent.drawColor( location: LorenzVec, color: LorenzColor, beacon: Boolean = false, alpha: Float = -1f, ) { drawColor(location, color.toColor(), beacon, alpha) } fun LorenzRenderWorldEvent.drawColor( location: LorenzVec, color: Color, beacon: Boolean = false, alpha: Float = -1f, ) { val (viewerX, viewerY, viewerZ) = getViewerPos(partialTicks) val x = location.x - viewerX val y = location.y - viewerY val z = location.z - viewerZ val distSq = x * x + y * y + z * z val realAlpha = if (alpha == -1f) { (0.1f + 0.005f * distSq.toFloat()).coerceAtLeast(0.2f) } else { alpha } GlStateManager.disableDepth() GlStateManager.disableCull() drawFilledBoundingBox( AxisAlignedBB(x, y, z, x + 1, y + 1, z + 1).expandBlock(), color, realAlpha ) GlStateManager.disableTexture2D() if (distSq > 5 * 5 && beacon) renderBeaconBeam(x, y + 1, z, color.rgb, 1.0f, partialTicks) GlStateManager.disableLighting() GlStateManager.enableTexture2D() GlStateManager.enableDepth() GlStateManager.enableCull() } val absoluteTranslation get() = run { matrixBuffer.clear() GlStateManager.getFloat(GL11.GL_MODELVIEW_MATRIX, matrixBuffer) val read = generateSequence(0) { it + 1 }.take(16).map { matrixBuffer.get() }.toList() val xTranslate = read[12].toInt() val yTranslate = read[13].toInt() val zTranslate = read[14].toInt() matrixBuffer.flip() Triple(xTranslate, yTranslate, zTranslate) } fun getViewerPos(partialTicks: Float) = exactLocation(Minecraft.getMinecraft().renderViewEntity, partialTicks) fun AxisAlignedBB.expandBlock(n: Int = 1) = expand(LorenzVec.expandVector * n) fun AxisAlignedBB.inflateBlock(n: Int = 1) = expand(LorenzVec.expandVector * -n) /** * Taken from NotEnoughUpdates under Creative Commons Attribution-NonCommercial 3.0 * https://github.com/Moulberry/NotEnoughUpdates/blob/master/LICENSE * @author Moulberry * @author Mojang */ fun renderBeaconBeam(x: Double, y: Double, z: Double, rgb: Int, alphaMultiplier: Float, partialTicks: Float) { val height = 300 val bottomOffset = 0 val topOffset = bottomOffset + height val tessellator = Tessellator.getInstance() val worldrenderer = tessellator.worldRenderer Minecraft.getMinecraft().textureManager.bindTexture(beaconBeam) GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0f) GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0f) GlStateManager.disableLighting() GlStateManager.enableCull() GlStateManager.enableTexture2D() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, 1, 1, 0) GlStateManager.enableBlend() 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) .toDouble() ) val r = (rgb shr 16 and 0xFF) / 255f val g = (rgb shr 8 and 0xFF) / 255f val b = (rgb and 0xFF) / 255f val d2 = time * 0.025 * -1.5 val d4 = 0.5 + cos(d2 + 2.356194490192345) * 0.2 val d5 = 0.5 + sin(d2 + 2.356194490192345) * 0.2 val d6 = 0.5 + cos(d2 + Math.PI / 4.0) * 0.2 val d7 = 0.5 + sin(d2 + Math.PI / 4.0) * 0.2 val d8 = 0.5 + cos(d2 + 3.9269908169872414) * 0.2 val d9 = 0.5 + sin(d2 + 3.9269908169872414) * 0.2 val d10 = 0.5 + cos(d2 + 5.497787143782138) * 0.2 val d11 = 0.5 + sin(d2 + 5.497787143782138) * 0.2 val d14 = -1.0 + d1 val d15 = height.toDouble() * 2.5 + d14 worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR) worldrenderer.pos(x + d4, y + topOffset, z + d5).tex(1.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d4, y + bottomOffset, z + d5).tex(1.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d6, y + bottomOffset, z + d7).tex(0.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d6, y + topOffset, z + d7).tex(0.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d10, y + topOffset, z + d11).tex(1.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d10, y + bottomOffset, z + d11).tex(1.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d8, y + bottomOffset, z + d9).tex(0.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d8, y + topOffset, z + d9).tex(0.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d6, y + topOffset, z + d7).tex(1.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d6, y + bottomOffset, z + d7).tex(1.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d10, y + bottomOffset, z + d11).tex(0.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d10, y + topOffset, z + d11).tex(0.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d8, y + topOffset, z + d9).tex(1.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() worldrenderer.pos(x + d8, y + bottomOffset, z + d9).tex(1.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d4, y + bottomOffset, z + d5).tex(0.0, d14).color(r, g, b, 1.0f).endVertex() worldrenderer.pos(x + d4, y + topOffset, z + d5).tex(0.0, d15).color(r, g, b, 1.0f * alphaMultiplier) .endVertex() tessellator.draw() GlStateManager.disableCull() val d12 = -1.0 + d1 val d13 = height + d12 worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR) worldrenderer.pos(x + 0.2, y + topOffset, z + 0.2).tex(1.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.2).tex(1.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.2).tex(0.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.8, y + topOffset, z + 0.2).tex(0.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.8, y + topOffset, z + 0.8).tex(1.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.8).tex(1.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.8).tex(0.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.2, y + topOffset, z + 0.8).tex(0.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.8, y + topOffset, z + 0.2).tex(1.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.2).tex(1.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.8, y + bottomOffset, z + 0.8).tex(0.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.8, y + topOffset, z + 0.8).tex(0.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.2, y + topOffset, z + 0.8).tex(1.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.8).tex(1.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.2, y + bottomOffset, z + 0.2).tex(0.0, d12).color(r, g, b, 0.25f).endVertex() worldrenderer.pos(x + 0.2, y + topOffset, z + 0.2).tex(0.0, d13).color(r, g, b, 0.25f * alphaMultiplier) .endVertex() tessellator.draw() } fun LorenzRenderWorldEvent.drawString( location: LorenzVec, text: String, seeThroughBlocks: Boolean = false, color: Color? = null, ) { GlStateManager.alphaFunc(516, 0.1f) GlStateManager.pushMatrix() val viewer = Minecraft.getMinecraft().renderViewEntity val renderManager = Minecraft.getMinecraft().renderManager var x = location.x - renderManager.viewerPosX var y = location.y - renderManager.viewerPosY - viewer.eyeHeight var z = location.z - renderManager.viewerPosZ val distSq = x * x + y * y + z * z val dist = sqrt(distSq) if (distSq > 144) { x *= 12 / dist y *= 12 / dist z *= 12 / dist } if (seeThroughBlocks) { GlStateManager.disableDepth() GlStateManager.disableCull() } GlStateManager.translate(x, y, z) GlStateManager.translate(0f, viewer.eyeHeight, 0f) drawNametag(text, color) GlStateManager.rotate(-renderManager.playerViewY, 0.0f, 1.0f, 0.0f) GlStateManager.rotate(renderManager.playerViewX, 1.0f, 0.0f, 0.0f) GlStateManager.translate(0f, -0.25f, 0f) GlStateManager.rotate(-renderManager.playerViewX, 1.0f, 0.0f, 0.0f) GlStateManager.rotate(renderManager.playerViewY, 0.0f, 1.0f, 0.0f) GlStateManager.popMatrix() GlStateManager.disableLighting() if (seeThroughBlocks) { GlStateManager.enableDepth() GlStateManager.enableCull() } } /** * @author Mojang */ fun drawNametag(str: String, color: Color?) { val fontRenderer = Minecraft.getMinecraft().fontRendererObj val f1 = 0.02666667f GlStateManager.pushMatrix() GL11.glNormal3f(0.0f, 1.0f, 0.0f) GlStateManager.rotate(-Minecraft.getMinecraft().renderManager.playerViewY, 0.0f, 1.0f, 0.0f) GlStateManager.rotate( Minecraft.getMinecraft().renderManager.playerViewX, 1.0f, 0.0f, 0.0f ) GlStateManager.scale(-f1, -f1, f1) GlStateManager.disableLighting() GlStateManager.depthMask(false) GlStateManager.enableBlend() 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 val j = fontRenderer.getStringWidth(str) / 2 GlStateManager.disableTexture2D() worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR) worldrenderer.pos((-j - 1).toDouble(), (-1 + i).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex() worldrenderer.pos((-j - 1).toDouble(), (8 + i).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex() worldrenderer.pos((j + 1).toDouble(), (8 + i).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex() worldrenderer.pos((j + 1).toDouble(), (-1 + i).toDouble(), 0.0).color(0.0f, 0.0f, 0.0f, 0.25f).endVertex() tessellator.draw() GlStateManager.enableTexture2D() val colorCode = color?.rgb ?: 553648127 fontRenderer.drawString(str, -j, i, colorCode) GlStateManager.depthMask(true) fontRenderer.drawString(str, -j, i, -1) GlStateManager.enableBlend() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) GlStateManager.popMatrix() } /** * @author Mojang */ fun drawLabel( pos: LorenzVec, text: String, partialTicks: Float, shadow: Boolean = false, scale: Float = 1f, yOff: Float = 0f, debug: Boolean = false, ) { val minecraft = Minecraft.getMinecraft() val player = minecraft.thePlayer val x = pos.x - player.lastTickPosX + (pos.x - player.posX - (pos.x - player.lastTickPosX)) * partialTicks val y = pos.y - player.lastTickPosY + (pos.y - player.posY - (pos.y - player.lastTickPosY)) * partialTicks val z = pos.z - player.lastTickPosZ + (pos.z - player.posZ - (pos.z - player.lastTickPosZ)) * partialTicks // 7 – 25 val translate = LorenzVec(x, y, z) val length = translate.length().toFloat() var finalText = text var factor = 1f var finalScale = scale if (debug) { finalText = "$text ${length.toInt()}" if (length < 8) { factor = 8 / length } if (length > 15) { factor = 15 / length } finalScale = scale * sqrt(factor.toDouble()).toFloat() } val f1 = 0.0266666688 val width = minecraft.fontRendererObj.getStringWidth(finalText) / 2 GlStateManager.pushMatrix() GlStateManager.translate(x, y, z) GL11.glNormal3f(0f, 1f, 0f) val renderManager = minecraft.renderManager GlStateManager.rotate(-renderManager.playerViewY, 0f, 1f, 0f) GlStateManager.rotate(renderManager.playerViewX, 1f, 0f, 0f) GlStateManager.scale(-f1, -f1, -f1) GlStateManager.scale(finalScale, finalScale, finalScale) GlStateManager.enableBlend() GlStateManager.disableLighting() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.enableTexture2D() minecraft.fontRendererObj.drawString( finalText, (-width).toFloat(), yOff, LorenzColor.WHITE.toColor().rgb, shadow ) GlStateManager.disableBlend() GlStateManager.popMatrix() } fun interpolate(currentValue: Double, lastValue: Double, multiplier: Double): Double { return lastValue + (currentValue - lastValue) * multiplier } fun Position.transform(): Pair { GlStateManager.translate(getAbsX().toFloat(), getAbsY().toFloat(), 0F) GlStateManager.scale(effectiveScale, effectiveScale, 1F) val x = ((Utils.getMouseX() - getAbsX()) / effectiveScale).toInt() val y = ((Utils.getMouseY() - getAbsY()) / effectiveScale).toInt() return x to y } fun Position.renderString(string: String?, offsetX: Int = 0, offsetY: Int = 0, posLabel: String) { if (string == null) return if (string == "") return val x = renderString0(string, offsetX, offsetY, isCenter) GuiEditManager.add(this, posLabel, x, 10) } private fun Position.renderString0(string: String?, offsetX: Int = 0, offsetY: Int = 0, centered: Boolean): Int { val display = "§f$string" GlStateManager.pushMatrix() transform() val minecraft = Minecraft.getMinecraft() val renderer = minecraft.renderManager.fontRenderer GlStateManager.translate(offsetX + 1.0, offsetY + 1.0, 0.0) if (centered) { val strLen: Int = renderer.getStringWidth(string) val x2 = offsetX - strLen / 2f GL11.glTranslatef(x2, 0f, 0f) renderer.drawStringWithShadow(display, 0f, 0f, 0) GL11.glTranslatef(-x2, 0f, 0f) } else { renderer.drawStringWithShadow(display, 0f, 0f, 0) } GlStateManager.popMatrix() return renderer.getStringWidth(display) } // Aligns using the width of element to render private fun Position.renderString0( string: String?, offsetX: Int = 0, offsetY: Int = 0, alignmentEnum: HorizontalAlignment, ): Int { val display = "§f$string" GlStateManager.pushMatrix() transform() val minecraft = Minecraft.getMinecraft() val renderer = minecraft.renderManager.fontRenderer val width = this.getDummySize().x / this.scale GlStateManager.translate(offsetX + 1.0, offsetY + 1.0, 0.0) val strLen: Int = renderer.getStringWidth(string) val x2 = when (alignmentEnum) { HorizontalAlignment.LEFT -> offsetX.toFloat() HorizontalAlignment.CENTER -> offsetX + width / 2f - strLen / 2f HorizontalAlignment.RIGHT -> offsetX + width - strLen.toFloat() else -> offsetX.toFloat() } GL11.glTranslatef(x2, 0f, 0f) renderer.drawStringWithShadow(display, 0f, 0f, 0) GlStateManager.popMatrix() return renderer.getStringWidth(display) } fun Position.renderStrings(list: List, extraSpace: Int = 0, posLabel: String) { if (list.isEmpty()) return var offsetY = 0 var longestX = 0 for (s in list) { val x = renderString0(s, offsetY = offsetY, centered = false) if (x > longestX) { longestX = x } offsetY += 10 + extraSpace } GuiEditManager.add(this, posLabel, longestX, offsetY) } fun Position.renderStringsAlignedWidth( list: List>, extraSpace: Int = 0, posLabel: String, ) { if (list.isEmpty()) return var offsetY = 0 var longestX = 0 for (pair in list) { val x = renderString0(pair.first, offsetY = offsetY, alignmentEnum = pair.second) if (x > longestX) { longestX = x } offsetY += 10 + extraSpace } GuiEditManager.add(this, posLabel, longestX, offsetY) } fun Position.renderRenderables( renderables: List, extraSpace: Int = 0, posLabel: String, addToGuiManager: Boolean = true, ) { if (renderables.isEmpty()) return var longestY = 0 val longestX = renderables.maxOf { it.width } for (line in renderables) { GlStateManager.pushMatrix() val (x, y) = transform() GlStateManager.translate(0f, longestY.toFloat(), 0F) Renderable.withMousePosition(x, y) { line.renderXAligned(0, longestY, longestX) } longestY += line.height + extraSpace + 2 GlStateManager.popMatrix() } if (addToGuiManager) GuiEditManager.add(this, posLabel, longestX, longestY) } fun Position.renderRenderable( renderable: Renderable, posLabel: String, addToGuiManager: Boolean = true, ) { GlStateManager.pushMatrix() val (x, y) = transform() Renderable.withMousePosition(x, y) { renderable.render(0, 0) } GlStateManager.popMatrix() if (addToGuiManager) GuiEditManager.add(this, posLabel, renderable.width, 0) } /** * Accepts a list of lines to print. * Each line is a list of things to print. Can print String or ItemStack objects. */ @Deprecated("use List", ReplaceWith("")) fun Position.renderStringsAndItems( list: List>, extraSpace: Int = 0, itemScale: Double = NEUItems.itemFontSize, posLabel: String, ) { if (list.isEmpty()) return var offsetY = 0 var longestX = 0 try { for (line in list) { val x = renderLine(line, offsetY, itemScale) if (x > longestX) { longestX = x } offsetY += 10 + extraSpace + 2 } } catch (e: NullPointerException) { ErrorManager.logErrorWithData( e, "Failed to render an element", "list" to list ) } GuiEditManager.add(this, posLabel, longestX, offsetY) } /** * Accepts a single line to print. * This line is a list of things to print. Can print String or ItemStack objects. */ @Deprecated("use List", ReplaceWith("")) fun Position.renderSingleLineWithItems( list: List, posLabel: String, ) { if (list.isEmpty()) return renderRenderables( listOf( Renderable.horizontalContainer( list.mapNotNull { Renderable.fromAny(it) } )), posLabel = posLabel) // TODO Future write that better } private fun Position.renderLine(line: List, offsetY: Int, itemScale: Double = NEUItems.itemFontSize): Int { GlStateManager.pushMatrix() val (x, y) = transform() GlStateManager.translate(0f, offsetY.toFloat(), 0F) var offsetX = 0 Renderable.withMousePosition(x, y) { for (any in line) { val renderable = Renderable.fromAny(any, itemScale = itemScale) ?: throw RuntimeException("Unknown render object: $any") renderable.render(offsetX, offsetY) offsetX += renderable.width GlStateManager.translate(renderable.width.toFloat(), 0F, 0F) } } GlStateManager.popMatrix() return offsetX } @Deprecated("use renderable item list", ReplaceWith("")) fun MutableList.addItemIcon( item: ItemStack, highlight: Boolean = false, scale: Double = NEUItems.itemFontSize, ) { try { if (highlight) { // Hack to add enchant glint, like Hypixel does it item.addEnchantment(Enchantment.protection, 0) } add(Renderable.itemStack(item, scale)) } catch (e: NullPointerException) { ErrorManager.logErrorWithData( e, "Add item icon to renderable list", "item" to item ) } } // totally not modified Autumn Client's TargetStrafe fun drawCircle(entity: Entity, partialTicks: Float, rad: Double, color: Color) { GlStateManager.pushMatrix() GL11.glNormal3f(0.0f, 1.0f, 0.0f) GlStateManager.enableDepth() GlStateManager.enableBlend() GlStateManager.depthFunc(GL11.GL_LEQUAL) GlStateManager.disableCull() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.enableAlpha() GlStateManager.disableTexture2D() GlStateManager.disableDepth() var il = 0.0 val tessellator = Tessellator.getInstance() val worldRenderer = tessellator.worldRenderer while (il < 0.05) { GlStateManager.pushMatrix() GlStateManager.disableTexture2D() GL11.glLineWidth(2F) worldRenderer.begin(1, DefaultVertexFormats.POSITION) val renderManager = Minecraft.getMinecraft().renderManager val x: Double = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * partialTicks - renderManager.viewerPosX val y: Double = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * partialTicks - renderManager.viewerPosY val z: Double = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * partialTicks - renderManager.viewerPosZ val pix2 = Math.PI * 2.0 for (i in 0..90) { color.bindColor() worldRenderer.pos(x + rad * cos(i * pix2 / 45.0), y + il, z + rad * sin(i * pix2 / 45.0)).endVertex() } tessellator.draw() GlStateManager.enableTexture2D() GlStateManager.popMatrix() il += 0.0006 } GlStateManager.enableDepth() GlStateManager.enableCull() GlStateManager.enableTexture2D() GlStateManager.enableDepth() GlStateManager.disableBlend() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) GlStateManager.popMatrix() } fun drawCylinderInWorld( color: Color, x: Double, y: Double, z: Double, radius: Float, height: Float, partialTicks: Float, ) { GlStateManager.pushMatrix() GL11.glNormal3f(0.0f, 1.0f, 0.0f) GlStateManager.enableDepth() GlStateManager.enableBlend() GlStateManager.depthFunc(GL11.GL_LEQUAL) GlStateManager.disableCull() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.enableAlpha() GlStateManager.disableTexture2D() color.bindColor() bindCamera() val tessellator = Tessellator.getInstance() val worldrenderer = tessellator.worldRenderer worldrenderer.begin(GL11.GL_QUAD_STRIP, DefaultVertexFormats.POSITION) var currentAngle = 0f val angleStep = 0.1f while (currentAngle < 2 * Math.PI) { val xOffset = radius * cos(currentAngle.toDouble()).toFloat() val zOffset = radius * sin(currentAngle.toDouble()).toFloat() worldrenderer.pos(x + xOffset, y + height, z + zOffset).endVertex() worldrenderer.pos(x + xOffset, y + 0, z + zOffset).endVertex() currentAngle += angleStep } worldrenderer.pos(x + radius, y + height, z).endVertex() worldrenderer.pos(x + radius, y + 0.0, z).endVertex() tessellator.draw() GlStateManager.enableCull() GlStateManager.enableTexture2D() GlStateManager.enableDepth() GlStateManager.disableBlend() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) GlStateManager.popMatrix() } fun LorenzRenderWorldEvent.drawSphereInWorld( color: Color, location: LorenzVec, radius: Float, ) { drawSphereInWorld(color, location.x, location.y, location.z, radius) } fun LorenzRenderWorldEvent.drawSphereInWorld( color: Color, x: Double, y: Double, z: Double, radius: Float, ) { GlStateManager.pushMatrix() GL11.glNormal3f(0.0f, 1.0f, 0.0f) GlStateManager.enableDepth() GlStateManager.enableBlend() GlStateManager.depthFunc(GL11.GL_LEQUAL) GlStateManager.disableCull() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.enableAlpha() GlStateManager.disableTexture2D() color.bindColor() bindCamera() val tessellator = Tessellator.getInstance() val worldrenderer = tessellator.worldRenderer worldrenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) val segments = 32 for (phi in 0 until segments) { for (theta in 0 until segments * 2) { val x1 = x + radius * sin(Math.PI * phi / segments) * cos(2.0 * Math.PI * theta / (segments * 2)) val y1 = y + radius * cos(Math.PI * phi / segments) val z1 = z + radius * sin(Math.PI * phi / segments) * sin(2.0 * Math.PI * theta / (segments * 2)) val x2 = x + radius * sin(Math.PI * (phi + 1) / segments) * cos(2.0 * Math.PI * theta / (segments * 2)) val y2 = y + radius * cos(Math.PI * (phi + 1) / segments) val z2 = z + radius * sin(Math.PI * (phi + 1) / segments) * sin(2.0 * Math.PI * theta / (segments * 2)) worldrenderer.pos(x1, y1, z1).endVertex() worldrenderer.pos(x2, y2, z2).endVertex() val x3 = x + radius * sin(Math.PI * (phi + 1) / segments) * cos(2.0 * Math.PI * (theta + 1) / (segments * 2)) val y3 = y + radius * cos(Math.PI * (phi + 1) / segments) val z3 = z + radius * sin(Math.PI * (phi + 1) / segments) * sin(2.0 * Math.PI * (theta + 1) / (segments * 2)) val x4 = x + radius * sin(Math.PI * phi / segments) * cos(2.0 * Math.PI * (theta + 1) / (segments * 2)) val y4 = y + radius * cos(Math.PI * phi / segments) val z4 = z + radius * sin(Math.PI * phi / segments) * sin(2.0 * Math.PI * (theta + 1) / (segments * 2)) worldrenderer.pos(x3, y3, z3).endVertex() worldrenderer.pos(x4, y4, z4).endVertex() } } tessellator.draw() GlStateManager.enableCull() GlStateManager.enableTexture2D() GlStateManager.enableDepth() GlStateManager.disableBlend() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) GlStateManager.popMatrix() } fun LorenzRenderWorldEvent.drawSphereWireframeInWorld( color: Color, location: LorenzVec, radius: Float, ) { drawSphereWireframeInWorld(color, location.x, location.y, location.z, radius) } fun LorenzRenderWorldEvent.drawSphereWireframeInWorld( color: Color, x: Double, y: Double, z: Double, radius: Float, ) { GlStateManager.pushMatrix() GL11.glNormal3f(0.0f, 1.0f, 0.0f) GlStateManager.disableTexture2D() color.bindColor() bindCamera() val tessellator = Tessellator.getInstance() val worldrenderer = tessellator.worldRenderer worldrenderer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION) val segments = 32 for (phi in 0 until segments) { for (theta in 0 until segments * 2) { val x1 = x + radius * sin(Math.PI * phi / segments) * cos(2.0 * Math.PI * theta / (segments * 2)) val y1 = y + radius * cos(Math.PI * phi / segments) val z1 = z + radius * sin(Math.PI * phi / segments) * sin(2.0 * Math.PI * theta / (segments * 2)) val x2 = x + radius * sin(Math.PI * (phi + 1) / segments) * cos(2.0 * Math.PI * theta / (segments * 2)) val y2 = y + radius * cos(Math.PI * (phi + 1) / segments) val z2 = z + radius * sin(Math.PI * (phi + 1) / segments) * sin(2.0 * Math.PI * theta / (segments * 2)) val x3 = x + radius * sin(Math.PI * (phi + 1) / segments) * cos(2.0 * Math.PI * (theta + 1) / (segments * 2)) val y3 = y + radius * cos(Math.PI * (phi + 1) / segments) val z3 = z + radius * sin(Math.PI * (phi + 1) / segments) * sin(2.0 * Math.PI * (theta + 1) / (segments * 2)) val x4 = x + radius * sin(Math.PI * phi / segments) * cos(2.0 * Math.PI * (theta + 1) / (segments * 2)) val y4 = y + radius * cos(Math.PI * phi / segments) val z4 = z + radius * sin(Math.PI * phi / segments) * sin(2.0 * Math.PI * (theta + 1) / (segments * 2)) worldrenderer.pos(x1, y1, z1).endVertex() worldrenderer.pos(x2, y2, z2).endVertex() worldrenderer.pos(x2, y2, z2).endVertex() worldrenderer.pos(x3, y3, z3).endVertex() worldrenderer.pos(x3, y3, z3).endVertex() worldrenderer.pos(x4, y4, z4).endVertex() worldrenderer.pos(x4, y4, z4).endVertex() worldrenderer.pos(x1, y1, z1).endVertex() } } tessellator.draw() GlStateManager.enableTexture2D() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) GlStateManager.popMatrix() } private fun Color.bindColor() = GlStateManager.color(this.red / 255f, this.green / 255f, this.blue / 255f, this.alpha / 255f) private fun bindCamera() { val renderManager = Minecraft.getMinecraft().renderManager val viewer = renderManager.viewerPosX val viewY = renderManager.viewerPosY val viewZ = renderManager.viewerPosZ GlStateManager.translate(-viewer, -viewY, -viewZ) } fun drawStringScaledMaxWidth( str: String?, fr: FontRenderer, x: Float, y: Float, shadow: Boolean, len: Int, colour: Int, ) { val strLen = fr.getStringWidth(str) var factor = len / strLen.toFloat() factor = 1f.coerceAtMost(factor) TextRenderUtils.drawStringScaled(str, fr, x, y, shadow, colour, factor) } fun LorenzRenderWorldEvent.drawDynamicText( location: LorenzVec, text: String, scaleMultiplier: Double, yOff: Float = 0f, hideTooCloseAt: Double = 4.5, smallestDistanceVew: Double = 5.0, ignoreBlocks: Boolean = true, ) { val thePlayer = Minecraft.getMinecraft().thePlayer val x = location.x val y = location.y val z = location.z val render = Minecraft.getMinecraft().renderViewEntity val renderOffsetX = render.lastTickPosX + (render.posX - render.lastTickPosX) * partialTicks val renderOffsetY = render.lastTickPosY + (render.posY - render.lastTickPosY) * partialTicks val renderOffsetZ = render.lastTickPosZ + (render.posZ - render.lastTickPosZ) * partialTicks val eyeHeight = thePlayer.eyeHeight val distToPlayerSq = (x - renderOffsetX) * (x - renderOffsetX) + (y - (renderOffsetY + eyeHeight)) * (y - (renderOffsetY + eyeHeight)) + (z - renderOffsetZ) * (z - renderOffsetZ) var distToPlayer = sqrt(distToPlayerSq) // TODO this is optional maybe? distToPlayer = distToPlayer.coerceAtLeast(smallestDistanceVew) if (distToPlayer < hideTooCloseAt) return val distRender = distToPlayer.coerceAtMost(50.0) val resultX = renderOffsetX + (x + 0.5 - renderOffsetX) / (distToPlayer / distRender) val resultY = (renderOffsetY + eyeHeight) + (y + 20 * distToPlayer / 300 - (renderOffsetY + eyeHeight)) / (distToPlayer / distRender) val resultZ = renderOffsetZ + (z + 0.5 - renderOffsetZ) / (distToPlayer / distRender) val renderLocation = LorenzVec(resultX, resultY, resultZ) var scale = distRender / 12 scale *= scaleMultiplier render(renderLocation, "§f$text", scale, !ignoreBlocks, true, yOff) } private fun render( location: LorenzVec, text: String, scale: Double, depthTest: Boolean, shadow: Boolean, yOff: Float, ) { if (!depthTest) { GL11.glDisable(GL11.GL_DEPTH_TEST) GL11.glDepthMask(false) } GlStateManager.pushMatrix() GlStateManager.enableBlend() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) val minecraft = Minecraft.getMinecraft() val fontRenderer = minecraft.fontRendererObj val renderManager = minecraft.renderManager GlStateManager.translate( location.x - renderManager.viewerPosX, location.y - renderManager.viewerPosY, location.z - renderManager.viewerPosZ ) GlStateManager.color(1f, 1f, 1f, 0.5f) GlStateManager.rotate(-renderManager.playerViewY, 0.0f, 1.0f, 0.0f) GlStateManager.rotate(renderManager.playerViewX, 1.0f, 0.0f, 0.0f) GlStateManager.scale(-scale / 25, -scale / 25, scale / 25) val stringWidth = fontRenderer.getStringWidth(text) if (shadow) { fontRenderer.drawStringWithShadow( text, (-stringWidth / 2).toFloat(), yOff, 0 ) } else { fontRenderer.drawString( text, -stringWidth / 2, 0, 0 ) } GlStateManager.color(1f, 1f, 1f) GlStateManager.disableBlend() GlStateManager.popMatrix() if (!depthTest) { GL11.glEnable(GL11.GL_DEPTH_TEST) GL11.glDepthMask(true) } } fun LorenzRenderWorldEvent.draw3DLine(p1: LorenzVec, p2: LorenzVec, color: Color, lineWidth: Int, depth: Boolean) = LineDrawer.draw3D(partialTicks) { draw3DLine(p1, p2, color, lineWidth, depth) } fun LorenzRenderWorldEvent.exactLocation(entity: Entity) = exactLocation(entity, partialTicks) fun LorenzRenderWorldEvent.exactPlayerEyeLocation(): LorenzVec { val player = Minecraft.getMinecraft().thePlayer val add = if (player.isSneaking) LorenzVec(0.0, 1.54, 0.0) else LorenzVec(0.0, 1.62, 0.0) return exactLocation(player) + add } fun exactLocation(entity: Entity, partialTicks: Float): LorenzVec { if (entity.isDead) return entity.getLorenzVec() val x = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * partialTicks val y = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * partialTicks val z = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * partialTicks return LorenzVec(x, y, z) } fun drawFilledBoundingBox(aabb: AxisAlignedBB, c: Color, alphaMultiplier: Float = 1f) { GlStateManager.enableBlend() GlStateManager.disableLighting() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.disableTexture2D() 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() GlStateManager.color( c.red / 255f * 0.8f, c.green / 255f * 0.8f, c.blue / 255f * 0.8f, c.alpha / 255f * alphaMultiplier ) // 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() 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() tessellator.draw() GlStateManager.color( c.red / 255f * 0.9f, c.green / 255f * 0.9f, c.blue / 255f * 0.9f, c.alpha / 255f * alphaMultiplier ) // 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() 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() tessellator.draw() GlStateManager.enableTexture2D() GlStateManager.disableBlend() } // TODO nea please merge with 'drawFilledBoundingBox' fun LorenzRenderWorldEvent.drawFilledBoundingBox_nea( 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]. */ renderRelativeToCamera: Boolean = false, drawVerticalBarriers: Boolean = true, ) { drawFilledBoundingBox_nea(aabb, c, alphaMultiplier, renderRelativeToCamera, drawVerticalBarriers, partialTicks) } fun drawWireframeBoundingBox_nea( aabb: AxisAlignedBB, color: Color, partialTicks: Float, ) { GlStateManager.enableBlend() GlStateManager.disableLighting() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.disableTexture2D() GlStateManager.disableCull() val vp = getViewerPos(partialTicks) val effectiveAABB = 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, ) val tessellator = Tessellator.getInstance() val worldRenderer = tessellator.worldRenderer with(color) { GlStateManager.color(red / 255f, green / 255f, blue / 255f, alpha / 255f) } // Bottom face worldRenderer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION) with(effectiveAABB) { worldRenderer.pos(minX, minY, minZ).endVertex() worldRenderer.pos(maxX, minY, minZ).endVertex() worldRenderer.pos(maxX, minY, maxZ).endVertex() worldRenderer.pos(minX, minY, maxZ).endVertex() } tessellator.draw() // Top face worldRenderer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION) with(effectiveAABB) { worldRenderer.pos(minX, maxY, maxZ).endVertex() worldRenderer.pos(maxX, maxY, maxZ).endVertex() worldRenderer.pos(maxX, maxY, minZ).endVertex() worldRenderer.pos(minX, maxY, minZ).endVertex() } tessellator.draw() worldRenderer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION) with(effectiveAABB) { worldRenderer.pos(minX, minY, minZ).endVertex() worldRenderer.pos(minX, maxY, minZ).endVertex() worldRenderer.pos(minX, minY, maxZ).endVertex() worldRenderer.pos(minX, maxY, maxZ).endVertex() worldRenderer.pos(maxX, minY, minZ).endVertex() worldRenderer.pos(maxX, maxY, minZ).endVertex() worldRenderer.pos(maxX, minY, maxZ).endVertex() worldRenderer.pos(maxX, maxY, maxZ).endVertex() } tessellator.draw() GlStateManager.enableTexture2D() GlStateManager.enableCull() GlStateManager.disableBlend() } fun WorldRenderer.pos(vec: LorenzVec) = this.pos(vec.x, vec.y, vec.z) fun draw3DQuad( middlePoint: LorenzVec, sidePoint1: LorenzVec, sidePoint2: LorenzVec, c: Color, partialTicks: Float = 0F, ) = QuadDrawer.draw3D(partialTicks) { draw( middlePoint, sidePoint1, sidePoint2, c ) } fun LorenzRenderWorldEvent.draw3DPathWithWaypoint( path: Graph, colorLine: Color, lineWidth: Int, depth: Boolean, startAtEye: Boolean = true, textSize: Double = 1.0, waypointColor: Color = (path.lastOrNull()?.name?.getFirstColorCode()?.toLorenzColor() ?: LorenzColor.WHITE).toColor(), bezierPoint: Double = 1.0, ) { if (path.isEmpty()) return val points = if (startAtEye) { listOf( this.exactPlayerEyeLocation() + Minecraft.getMinecraft().thePlayer.getLook(this.partialTicks) .toLorenzVec()/* .rotateXZ(-Math.PI / 72.0) */.times(2) ) } else { emptyList() } + path.toPositionsList().map { it.add(0.5, 0.5, 0.5) } LineDrawer.draw3D(partialTicks) { drawPath( points, colorLine, lineWidth, depth, bezierPoint ) } path.filter { it.name?.isNotEmpty() == true }.forEach { this.drawDynamicText(it.position, it.name!!, textSize) } val last = path.last() drawWaypointFilled(last.position, waypointColor, seeThroughBlocks = true) } class LineDrawer @PublishedApi internal constructor(val tessellator: Tessellator) { val worldRenderer = tessellator.worldRenderer fun drawPath(path: List, color: Color, lineWidth: Int, depth: Boolean, bezierPoint: Double = 1.0) { if (bezierPoint < 0) { path.zipWithNext().forEach { draw3DLine(it.first, it.second, color, lineWidth, depth) } } else { val pathLines = path.zipWithNext() pathLines.forEachIndexed { index, it -> val reduce = it.second.minus(it.first).normalize().times(bezierPoint) draw3DLine( if (index != 0) it.first + reduce else it.first, if (index != pathLines.lastIndex) it.second - reduce else it.second, color, lineWidth, depth ) } path.zipWithNext3().forEach { val p1 = it.second.minus(it.second.minus(it.first).normalize().times(bezierPoint)) val p3 = it.second.minus(it.second.minus(it.third).normalize().times(bezierPoint)) val p2 = it.second drawBezier2(p1, p2, p3, color, lineWidth, depth) } } } fun draw3DLine(p1: LorenzVec, p2: LorenzVec, color: Color, lineWidth: Int, depth: Boolean) { GL11.glLineWidth(lineWidth.toFloat()) if (!depth) { GL11.glDisable(GL11.GL_DEPTH_TEST) GlStateManager.depthMask(false) } GlStateManager.color(color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f) worldRenderer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION) worldRenderer.pos(p1.x, p1.y, p1.z).endVertex() worldRenderer.pos(p2.x, p2.y, p2.z).endVertex() tessellator.draw() if (!depth) { GL11.glEnable(GL11.GL_DEPTH_TEST) GlStateManager.depthMask(true) } } fun drawBezier2( p1: LorenzVec, p2: LorenzVec, p3: LorenzVec, color: Color, lineWidth: Int, depth: Boolean, segments: Int = 30, ) { GL11.glLineWidth(lineWidth.toFloat()) if (!depth) { GL11.glDisable(GL11.GL_DEPTH_TEST) GlStateManager.depthMask(false) } GlStateManager.color(color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f) val ctrlpoints = p1.toFloatArray() + p2.toFloatArray() + p3.toFloatArray() bezier2Buffer.clear() ctrlpoints.forEach { bezier2Buffer.put(it) } bezier2Buffer.flip() GL11.glMap1f( GL11.GL_MAP1_VERTEX_3, 0.0f, 1.0f, 3, 3, bezier2Buffer ) GL11.glEnable(GL11.GL_MAP1_VERTEX_3) GL11.glBegin(GL11.GL_LINE_STRIP) for (i in 0..segments) { GL11.glEvalCoord1f(i.toFloat() / segments.toFloat()) } GL11.glEnd() if (!depth) { GL11.glEnable(GL11.GL_DEPTH_TEST) GlStateManager.depthMask(true) } } companion object { inline fun draw3D( partialTicks: Float = 0F, crossinline quads: LineDrawer.() -> Unit, ) { GlStateManager.enableBlend() GlStateManager.disableLighting() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.disableTexture2D() GlStateManager.disableCull() GlStateManager.disableAlpha() val tessellator = Tessellator.getInstance() GlStateManager.pushMatrix() RenderUtils.translate(getViewerPos(partialTicks).negated()) getViewerPos(partialTicks) quads.invoke(LineDrawer(Tessellator.getInstance())) GlStateManager.popMatrix() GlStateManager.enableAlpha() GlStateManager.enableTexture2D() GlStateManager.enableCull() GlStateManager.disableBlend() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) } } } class QuadDrawer @PublishedApi internal constructor(val tessellator: Tessellator) { val worldRenderer = tessellator.worldRenderer inline fun draw( middlePoint: LorenzVec, sidePoint1: LorenzVec, sidePoint2: LorenzVec, c: Color, ) { GlStateManager.color(c.red / 255f, c.green / 255f, c.blue / 255f, c.alpha / 255f) worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) worldRenderer.pos(sidePoint1).endVertex() worldRenderer.pos(middlePoint).endVertex() worldRenderer.pos(sidePoint2).endVertex() worldRenderer.pos(sidePoint1 + sidePoint2 - middlePoint).endVertex() tessellator.draw() } companion object { inline fun draw3D( partialTicks: Float = 0F, crossinline quads: QuadDrawer.() -> Unit, ) { GlStateManager.enableBlend() GlStateManager.disableLighting() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.disableTexture2D() GlStateManager.disableCull() val tessellator = Tessellator.getInstance() GlStateManager.pushMatrix() RenderUtils.translate(getViewerPos(partialTicks).negated()) getViewerPos(partialTicks) quads.invoke(QuadDrawer(Tessellator.getInstance())) GlStateManager.popMatrix() GlStateManager.enableTexture2D() GlStateManager.enableCull() GlStateManager.disableBlend() } } } fun drawFilledBoundingBox_nea( 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(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 // vertical if (drawVerticalBarriers) { GlStateManager.color(c.red / 255f, c.green / 255f, c.blue / 255f, c.alpha / 255f * alphaMultiplier) worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) with(effectiveAABB) { worldRenderer.pos(minX, minY, minZ).endVertex() worldRenderer.pos(maxX, minY, minZ).endVertex() worldRenderer.pos(maxX, minY, maxZ).endVertex() worldRenderer.pos(minX, minY, maxZ).endVertex() tessellator.draw() worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) worldRenderer.pos(minX, maxY, maxZ).endVertex() worldRenderer.pos(maxX, maxY, maxZ).endVertex() worldRenderer.pos(maxX, maxY, minZ).endVertex() worldRenderer.pos(minX, maxY, minZ).endVertex() tessellator.draw() } } GlStateManager.color( c.red / 255f * 0.8f, c.green / 255f * 0.8f, c.blue / 255f * 0.8f, c.alpha / 255f * alphaMultiplier ) // x worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) with(effectiveAABB) { worldRenderer.pos(minX, minY, maxZ).endVertex() worldRenderer.pos(minX, maxY, maxZ).endVertex() worldRenderer.pos(minX, maxY, minZ).endVertex() worldRenderer.pos(minX, minY, minZ).endVertex() tessellator.draw() worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) worldRenderer.pos(maxX, minY, minZ).endVertex() worldRenderer.pos(maxX, maxY, minZ).endVertex() worldRenderer.pos(maxX, maxY, maxZ).endVertex() worldRenderer.pos(maxX, minY, maxZ).endVertex() } tessellator.draw() GlStateManager.color( c.red / 255f * 0.9f, c.green / 255f * 0.9f, c.blue / 255f * 0.9f, c.alpha / 255f * alphaMultiplier ) // z worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) with(effectiveAABB) { worldRenderer.pos(minX, maxY, minZ).endVertex() worldRenderer.pos(maxX, maxY, minZ).endVertex() worldRenderer.pos(maxX, minY, minZ).endVertex() worldRenderer.pos(minX, minY, minZ).endVertex() tessellator.draw() worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) worldRenderer.pos(minX, minY, maxZ).endVertex() worldRenderer.pos(maxX, minY, maxZ).endVertex() worldRenderer.pos(maxX, maxY, maxZ).endVertex() worldRenderer.pos(minX, maxY, maxZ).endVertex() } tessellator.draw() GlStateManager.enableTexture2D() GlStateManager.enableCull() GlStateManager.disableBlend() } fun LorenzRenderWorldEvent.outlineTopFace( boundingBox: AxisAlignedBB, lineWidth: Int, colour: Color, depth: Boolean, ) { val (cornerOne, cornerTwo, cornerThree, cornerFour, ) = boundingBox.getCorners(boundingBox.maxY) this.draw3DLine(cornerOne, cornerTwo, colour, lineWidth, depth) this.draw3DLine(cornerTwo, cornerThree, colour, lineWidth, depth) this.draw3DLine(cornerThree, cornerFour, colour, lineWidth, depth) this.draw3DLine(cornerFour, cornerOne, colour, lineWidth, depth) } // TODO nea please merge with 'draw3DLine' fun LorenzRenderWorldEvent.draw3DLine_nea( p1: LorenzVec, p2: LorenzVec, color: Color, lineWidth: Int, depth: Boolean, ) { GlStateManager.disableDepth() GlStateManager.disableCull() val render = Minecraft.getMinecraft().renderViewEntity val worldRenderer = Tessellator.getInstance().worldRenderer val realX = render.lastTickPosX + (render.posX - render.lastTickPosX) * partialTicks val realY = render.lastTickPosY + (render.posY - render.lastTickPosY) * partialTicks val realZ = render.lastTickPosZ + (render.posZ - render.lastTickPosZ) * partialTicks GlStateManager.pushMatrix() GlStateManager.translate(-realX, -realY, -realZ) GlStateManager.disableTexture2D() GlStateManager.enableBlend() GlStateManager.disableAlpha() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GL11.glLineWidth(lineWidth.toFloat()) if (!depth) { GL11.glDisable(GL11.GL_DEPTH_TEST) GlStateManager.depthMask(false) } GlStateManager.color(color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f) worldRenderer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION) worldRenderer.pos(p1.x, p1.y, p1.z).endVertex() worldRenderer.pos(p2.x, p2.y, p2.z).endVertex() Tessellator.getInstance().draw() GlStateManager.translate(realX, realY, realZ) if (!depth) { GL11.glEnable(GL11.GL_DEPTH_TEST) GlStateManager.depthMask(true) } GlStateManager.disableBlend() GlStateManager.enableAlpha() GlStateManager.enableTexture2D() GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f) GlStateManager.popMatrix() GlStateManager.disableLighting() GlStateManager.enableDepth() } fun chromaColor( timeTillRepeat: Duration, offset: Float = 0f, saturation: Float = 1F, brightness: Float = 0.8F, timeOverride: Long = System.currentTimeMillis(), ): Color { return Color( Color.HSBtoRGB( ((offset + timeOverride / timeTillRepeat.toDouble(DurationUnit.MILLISECONDS)) % 1).toFloat(), saturation, brightness ) ) } fun GuiRenderItemEvent.RenderOverlayEvent.GuiRenderItemPost.drawSlotText( xPos: Int, yPos: Int, text: String, scale: Float, ) { RenderUtils.drawSlotText(xPos, yPos, text, scale) } fun GuiContainerEvent.ForegroundDrawnEvent.drawSlotText( xPos: Int, yPos: Int, text: String, scale: Float, ) { RenderUtils.drawSlotText(xPos, yPos, text, scale) } private fun drawSlotText( xPos: Int, yPos: Int, text: String, scale: Float, ) { val fontRenderer = Minecraft.getMinecraft().fontRendererObj GlStateManager.disableLighting() GlStateManager.disableDepth() GlStateManager.disableBlend() GlStateManager.pushMatrix() GlStateManager.translate((xPos - fontRenderer.getStringWidth(text)).toFloat(), yPos.toFloat(), 0f) GlStateManager.scale(scale, scale, 1f) fontRenderer.drawStringWithShadow(text, 0f, 0f, 16777215) val reverseScale = 1 / scale GlStateManager.scale(reverseScale, reverseScale, 1f) GlStateManager.popMatrix() GlStateManager.enableLighting() GlStateManager.enableDepth() } /** * Method to draw a rounded rectangle. * * **NOTE:** If you are using [GlStateManager.translate] or [GlStateManager.scale] * with this method, ensure they are invoked in the correct order if you use both. That is, [GlStateManager.translate] * is called **BEFORE** [GlStateManager.scale], otherwise the rectangle will not be rendered correctly * * @param color color of rect * @param radius the radius of the corners (default 10) * @param smoothness how smooth the corners will appear (default 1). NOTE: This does very * little to the smoothness of the corners in reality due to how the final pixel color is calculated. * It is best kept at its default. */ fun drawRoundRect(x: Int, y: Int, width: Int, height: Int, color: Int, radius: Int = 10, smoothness: Int = 1) { val scaledRes = ScaledResolution(Minecraft.getMinecraft()) val widthIn = width * scaledRes.scaleFactor val heightIn = height * scaledRes.scaleFactor val xIn = x * scaledRes.scaleFactor val yIn = y * scaledRes.scaleFactor RoundedRectangleShader.scaleFactor = scaledRes.scaleFactor.toFloat() RoundedRectangleShader.radius = radius.toFloat() RoundedRectangleShader.smoothness = smoothness.toFloat() RoundedRectangleShader.halfSize = floatArrayOf(widthIn / 2f, heightIn / 2f) RoundedRectangleShader.centerPos = floatArrayOf(xIn + (widthIn / 2f), yIn + (heightIn / 2f)) GlStateManager.pushMatrix() ShaderManager.enableShader("rounded_rect") Gui.drawRect(x - 5, y - 5, x + width + 5, y + height + 5, color) ShaderManager.disableShader() GlStateManager.popMatrix() } /** * Method to draw the outline of a rounded rectangle with a color gradient. For a single color just pass * in the color to both topColor and bottomColor. * * This is *not* a method that draws a rounded rectangle **with** an outline, rather, this draws **only** the outline. * * **NOTE:** The same notices given from [drawRoundRect] should be acknowledged with this method also. * * @param topColor color of the top of the outline * @param bottomColor color of the bottom of the outline * @param borderThickness the thickness of the border * @param radius radius of the corners of the rectangle (default 10) * @param blur the amount to blur the outline (default 0.7f) */ fun drawRoundRectOutline( x: Int, y: Int, width: Int, height: Int, topColor: Int, bottomColor: Int, borderThickness: Int, radius: Int = 10, blur: Float = 0.7f, ) { val scaledRes = ScaledResolution(Minecraft.getMinecraft()) val widthIn = width * scaledRes.scaleFactor val heightIn = height * scaledRes.scaleFactor val xIn = x * scaledRes.scaleFactor val yIn = y * scaledRes.scaleFactor val borderAdjustment = borderThickness / 2 RoundedRectangleOutlineShader.scaleFactor = scaledRes.scaleFactor.toFloat() RoundedRectangleOutlineShader.radius = radius.toFloat() RoundedRectangleOutlineShader.halfSize = floatArrayOf(widthIn / 2f, heightIn / 2f) RoundedRectangleOutlineShader.centerPos = floatArrayOf(xIn + (widthIn / 2f), yIn + (heightIn / 2f)) RoundedRectangleOutlineShader.borderThickness = borderThickness.toFloat() // The blur argument is a bit misleading, the greater the value the more sharp the edges of the // outline will be and the smaller the value the blurrier. So we take the difference from 1 // so the shader can blur the edges accordingly. This is because a 'blurriness' option makes more sense // to users than a 'sharpness' option in this context RoundedRectangleOutlineShader.borderBlur = max(1 - blur, 0f) GlStateManager.pushMatrix() ShaderManager.enableShader("rounded_rect_outline") drawGradientRect( x - borderAdjustment, y - borderAdjustment, x + width + borderAdjustment, y + height + borderAdjustment, topColor, bottomColor ) ShaderManager.disableShader() GlStateManager.popMatrix() } fun drawGradientRect( left: Int, top: Int, right: Int, bottom: Int, startColor: Int = -0xfeffff0, endColor: Int = -0xfeffff0, ) { val startAlpha = (startColor shr 24 and 255).toFloat() / 255.0f val startRed = (startColor shr 16 and 255).toFloat() / 255.0f val startGreen = (startColor shr 8 and 255).toFloat() / 255.0f val startBlue = (startColor and 255).toFloat() / 255.0f val endAlpha = (endColor shr 24 and 255).toFloat() / 255.0f val endRed = (endColor shr 16 and 255).toFloat() / 255.0f val endGreen = (endColor shr 8 and 255).toFloat() / 255.0f val endBlue = (endColor and 255).toFloat() / 255.0f GlStateManager.disableTexture2D() GlStateManager.enableBlend() GlStateManager.disableAlpha() GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0) GlStateManager.shadeModel(7425) val tessellator = Tessellator.getInstance() val worldrenderer = tessellator.worldRenderer worldrenderer.begin(7, DefaultVertexFormats.POSITION_COLOR) worldrenderer.pos(right.toDouble(), top.toDouble(), 0.0) .color(startRed, startGreen, startBlue, startAlpha).endVertex() worldrenderer.pos(left.toDouble(), top.toDouble(), 0.0) .color(startRed, startGreen, startBlue, startAlpha).endVertex() worldrenderer.pos(left.toDouble(), bottom.toDouble(), 0.0) .color(endRed, endGreen, endBlue, endAlpha).endVertex() worldrenderer.pos(right.toDouble(), bottom.toDouble(), 0.0) .color(endRed, endGreen, endBlue, endAlpha).endVertex() tessellator.draw() GlStateManager.shadeModel(7424) GlStateManager.disableBlend() GlStateManager.enableAlpha() GlStateManager.enableTexture2D() } // TODO move off of neu function fun drawTexturedRect(x: Float, y: Float) { with(ScaledResolution(Minecraft.getMinecraft())) { Utils.drawTexturedRect(x, y, scaledWidth.toFloat(), scaledHeight.toFloat(), GL11.GL_NEAREST) } } fun getAlpha(): Float { colourBuffer.clear() GlStateManager.getFloat(GL11.GL_CURRENT_COLOR, colourBuffer) if (colourBuffer.limit() < 4) return 1f return colourBuffer.get(3) } }