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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<Entity, Int>?,
var noXrayCache: HashMap<Entity, Int>?,
var noOutlineCache: HashSet<Entity>?
)
}
|