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package at.hannibal2.skyhanni.test
import at.hannibal2.skyhanni.utils.LorenzColor
import at.hannibal2.skyhanni.utils.LorenzVec
import at.hannibal2.skyhanni.utils.RenderUtils
import at.hannibal2.skyhanni.utils.RenderUtils.expandBlock
import net.minecraft.client.renderer.GlStateManager
import net.minecraft.util.AxisAlignedBB
import net.minecraftforge.client.event.RenderWorldLastEvent
import java.awt.Color
object GriffinUtils {
fun RenderWorldLastEvent.drawWaypoint(location: LorenzVec, color: LorenzColor, beacon: Boolean = false) {
GriffinJavaUtils.drawWaypoint(location, partialTicks, color.toColor(), beacon)
}
fun RenderWorldLastEvent.drawWaypointFilled(location: LorenzVec, color: Color, seeThroughBlocks: Boolean = false, beacon: Boolean = false) {
val (viewerX, viewerY, viewerZ) = RenderUtils.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
if (seeThroughBlocks) {
GlStateManager.disableDepth()
GlStateManager.disableCull()
}
RenderUtils.drawFilledBoundingBox(
AxisAlignedBB(x, y, z, x + 1, y + 1, z + 1).expandBlock(),
color,
(0.1f + 0.005f * distSq.toFloat()).coerceAtLeast(0.2f)
)
GlStateManager.disableTexture2D()
if (distSq > 5 * 5 && beacon) RenderUtils.renderBeaconBeam(x, y + 1, z, color.rgb, 1.0f, partialTicks)
GlStateManager.disableLighting()
GlStateManager.enableTexture2D()
if (seeThroughBlocks) {
GlStateManager.enableDepth()
GlStateManager.enableCull()
}
}
fun RenderWorldLastEvent.draw3DLine(
p1: LorenzVec,
p2: LorenzVec,
color: LorenzColor,
lineWidth: Int,
depth: Boolean
) {
GriffinJavaUtils.draw3DLine(p1, p2, color.toColor(), lineWidth, depth, partialTicks)
}
// 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
//
//// Skytils.mc.textureManager.bindTexture(RenderUtil.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(770, 1, 1, 0)
// GlStateManager.enableBlend()
// GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0)
// val time = Skytils.mc.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()
// }
}
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