1.21.3 WIP
This commit is contained in:
@@ -4,12 +4,70 @@ import com.mojang.blaze3d.systems.RenderSystem
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import me.shedaniel.math.Color
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import org.joml.Matrix4f
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import net.minecraft.client.gui.DrawContext
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderLayer.MultiPhaseParameters
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormats
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import net.minecraft.util.Identifier
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import net.minecraft.util.TriState
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import net.minecraft.util.Util
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import moe.nea.firmament.util.MC
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fun DrawContext.isUntranslatedGuiDrawContext(): Boolean {
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return (matrices.peek().positionMatrix.properties() and Matrix4f.PROPERTY_IDENTITY.toInt()) != 0
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}
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object GuiRenderLayers {
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val GUI_TEXTURED_NO_DEPTH = Util.memoize<Identifier, RenderLayer> { texture: Identifier ->
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RenderLayer.of("firmament_gui_textured_no_depth",
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VertexFormats.POSITION_TEXTURE_COLOR,
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VertexFormat.DrawMode.QUADS,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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MultiPhaseParameters.builder()
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.texture(RenderPhase.Texture(texture, TriState.FALSE, false))
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.program(RenderPhase.POSITION_TEXTURE_COLOR_PROGRAM)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.build(false))
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}
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}
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@Deprecated("Use the other drawGuiTexture")
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fun DrawContext.drawGuiTexture(
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x: Int, y: Int, z: Int, width: Int, height: Int, sprite: Identifier
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) = this.drawGuiTexture(RenderLayer::getGuiTextured, sprite, x, y, width, height)
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fun DrawContext.drawGuiTexture(
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sprite: Identifier,
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x: Int, y: Int, width: Int, height: Int
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) = this.drawGuiTexture(RenderLayer::getGuiTextured, sprite, x, y, width, height)
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fun DrawContext.drawTexture(
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sprite: Identifier,
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x: Int,
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y: Int,
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u: Float,
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v: Float,
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width: Int,
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height: Int,
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textureWidth: Int,
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textureHeight: Int
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) {
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this.drawTexture(RenderLayer::getGuiTextured,
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sprite,
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x,
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y,
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u,
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v,
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width,
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height,
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width,
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height,
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textureWidth,
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textureHeight)
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}
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fun DrawContext.drawLine(fromX: Int, fromY: Int, toX: Int, toY: Int, color: Color) {
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// TODO: push scissors
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// TODO: use matrix translations and a different render layer
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@@ -18,11 +76,12 @@ fun DrawContext.drawLine(fromX: Int, fromY: Int, toX: Int, toY: Int, color: Colo
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return
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}
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RenderSystem.lineWidth(MC.window.scaleFactor.toFloat())
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val buf = this.vertexConsumers.getBuffer(RenderInWorldContext.RenderLayers.LINES)
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buf.vertex(fromX.toFloat(), fromY.toFloat(), 0F).color(color.color)
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.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
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buf.vertex(toX.toFloat(), toY.toFloat(), 0F).color(color.color)
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.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
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this.draw()
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draw { vertexConsumers ->
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val buf = vertexConsumers.getBuffer(RenderInWorldContext.RenderLayers.LINES)
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buf.vertex(fromX.toFloat(), fromY.toFloat(), 0F).color(color.color)
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.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
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buf.vertex(toX.toFloat(), toY.toFloat(), 0F).color(color.color)
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.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
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}
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}
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@@ -76,13 +76,10 @@ class FacingThePlayerContext(val worldContext: RenderInWorldContext) {
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u1: Float, v1: Float,
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u2: Float, v2: Float,
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) {
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RenderSystem.setShaderTexture(0, texture)
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RenderSystem.setShader(GameRenderer::getPositionTexColorProgram)
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val buf = worldContext.vertexConsumers.getBuffer(RenderLayer.getGuiTexturedOverlay(texture))
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val hw = width / 2F
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val hh = height / 2F
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val matrix4f: Matrix4f = worldContext.matrixStack.peek().positionMatrix
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val buf = Tessellator.getInstance()
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.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR)
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buf.vertex(matrix4f, -hw, -hh, 0F)
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.color(-1)
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.texture(u1, v1).next()
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@@ -95,7 +92,7 @@ class FacingThePlayerContext(val worldContext: RenderInWorldContext) {
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buf.vertex(matrix4f, +hw, -hh, 0F)
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.color(-1)
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.texture(u2, v1).next()
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BufferRenderer.drawWithGlobalProgram(buf.end())
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worldContext.vertexConsumers.draw()
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}
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}
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@@ -1,23 +1,30 @@
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package moe.nea.firmament.util.render
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import net.minecraft.client.gl.ShaderProgram
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import net.minecraft.client.gl.Defines
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import net.minecraft.client.gl.ShaderProgramKey
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormats
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import moe.nea.firmament.Firmament
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import moe.nea.firmament.annotations.Subscribe
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import moe.nea.firmament.events.RegisterCustomShadersEvent
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import moe.nea.firmament.events.DebugInstantiateEvent
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import moe.nea.firmament.util.MC
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object FirmamentShaders {
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val shaders = mutableListOf<ShaderProgramKey>()
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private fun shader(name: String, format: VertexFormat, defines: Defines): ShaderProgramKey {
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val key = ShaderProgramKey(Firmament.identifier(name), format, defines)
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shaders.add(key)
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return key
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}
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private lateinit var _LINES: ShaderProgram
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val LINES = RenderPhase.ShaderProgram({ _LINES })
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val LINES = RenderPhase.ShaderProgram(shader("core/rendertype_lines", VertexFormats.LINES, Defines.EMPTY))
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@Subscribe
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fun registerCustomShaders(event: RegisterCustomShadersEvent) {
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event.register(
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"firmament_rendertype_lines",
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VertexFormats.LINES,
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{ _LINES = it },
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)
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}
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@Subscribe
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fun debugLoad(event: DebugInstantiateEvent) {
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shaders.forEach {
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MC.instance.shaderLoader.getOrCreateProgram(it)
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}
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}
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}
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@@ -1,4 +1,3 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.systems.RenderSystem
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@@ -9,7 +8,8 @@ import kotlin.math.atan2
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import kotlin.math.tan
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import net.minecraft.client.gui.DrawContext
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import net.minecraft.client.render.BufferRenderer
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import net.minecraft.client.render.GameRenderer
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.Tessellator
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import net.minecraft.client.render.VertexFormat.DrawMode
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import net.minecraft.client.render.VertexFormats
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@@ -17,79 +17,77 @@ import net.minecraft.util.Identifier
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object RenderCircleProgress {
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fun renderCircle(
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drawContext: DrawContext,
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texture: Identifier,
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progress: Float,
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u1: Float,
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u2: Float,
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v1: Float,
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v2: Float,
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) {
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RenderSystem.setShaderTexture(0, texture)
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RenderSystem.setShader(GameRenderer::getPositionTexColorProgram)
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RenderSystem.enableBlend()
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val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix
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val bufferBuilder = Tessellator.getInstance().begin(DrawMode.TRIANGLES, VertexFormats.POSITION_TEXTURE_COLOR)
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fun renderCircle(
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drawContext: DrawContext,
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texture: Identifier,
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progress: Float,
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u1: Float,
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u2: Float,
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v1: Float,
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v2: Float,
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) {
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RenderSystem.enableBlend()
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drawContext.draw {
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val bufferBuilder = it.getBuffer(RenderLayer.getGuiTexturedOverlay(texture))
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val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix
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val corners = listOf(
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Vector2f(0F, -1F),
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Vector2f(1F, -1F),
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Vector2f(1F, 0F),
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Vector2f(1F, 1F),
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Vector2f(0F, 1F),
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Vector2f(-1F, 1F),
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Vector2f(-1F, 0F),
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Vector2f(-1F, -1F),
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)
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val corners = listOf(
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Vector2f(0F, -1F),
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Vector2f(1F, -1F),
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Vector2f(1F, 0F),
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Vector2f(1F, 1F),
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Vector2f(0F, 1F),
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Vector2f(-1F, 1F),
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Vector2f(-1F, 0F),
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Vector2f(-1F, -1F),
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)
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for (i in (0 until 8)) {
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if (progress < i / 8F) {
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break
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}
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val second = corners[(i + 1) % 8]
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val first = corners[i]
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if (progress <= (i + 1) / 8F) {
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val internalProgress = 1 - (progress - i / 8F) * 8F
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val angle = lerpAngle(
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atan2(second.y, second.x),
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atan2(first.y, first.x),
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internalProgress
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)
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if (angle < tau / 8 || angle >= tau * 7 / 8) {
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second.set(1F, tan(angle))
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} else if (angle < tau * 3 / 8) {
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second.set(1 / tan(angle), 1F)
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} else if (angle < tau * 5 / 8) {
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second.set(-1F, -tan(angle))
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} else {
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second.set(-1 / tan(angle), -1F)
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}
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}
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for (i in (0 until 8)) {
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if (progress < i / 8F) {
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break
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}
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val second = corners[(i + 1) % 8]
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val first = corners[i]
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if (progress <= (i + 1) / 8F) {
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val internalProgress = 1 - (progress - i / 8F) * 8F
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val angle = lerpAngle(
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atan2(second.y, second.x),
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atan2(first.y, first.x),
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internalProgress
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)
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if (angle < tau / 8 || angle >= tau * 7 / 8) {
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second.set(1F, tan(angle))
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} else if (angle < tau * 3 / 8) {
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second.set(1 / tan(angle), 1F)
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} else if (angle < tau * 5 / 8) {
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second.set(-1F, -tan(angle))
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} else {
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second.set(-1 / tan(angle), -1F)
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}
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}
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fun ilerp(f: Float): Float =
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ilerp(-1f, 1f, f)
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bufferBuilder
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.vertex(matrix, second.x, second.y, 0F)
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.texture(lerp(u1, u2, ilerp(second.x)), lerp(v1, v2, ilerp(second.y)))
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.color(-1)
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.next()
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bufferBuilder
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.vertex(matrix, first.x, first.y, 0F)
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.texture(lerp(u1, u2, ilerp(first.x)), lerp(v1, v2, ilerp(first.y)))
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.color(-1)
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.next()
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bufferBuilder
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.vertex(matrix, 0F, 0F, 0F)
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.texture(lerp(u1, u2, ilerp(0F)), lerp(v1, v2, ilerp(0F)))
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.color(-1)
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.next()
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}
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BufferRenderer.drawWithGlobalProgram(bufferBuilder.end())
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RenderSystem.disableBlend()
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}
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fun ilerp(f: Float): Float =
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ilerp(-1f, 1f, f)
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bufferBuilder
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.vertex(matrix, second.x, second.y, 0F)
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.texture(lerp(u1, u2, ilerp(second.x)), lerp(v1, v2, ilerp(second.y)))
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.color(-1)
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.next()
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bufferBuilder
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.vertex(matrix, first.x, first.y, 0F)
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.texture(lerp(u1, u2, ilerp(first.x)), lerp(v1, v2, ilerp(first.y)))
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.color(-1)
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.next()
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bufferBuilder
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.vertex(matrix, 0F, 0F, 0F)
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.texture(lerp(u1, u2, ilerp(0F)), lerp(v1, v2, ilerp(0F)))
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.color(-1)
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.next()
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}
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}
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RenderSystem.disableBlend()
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}
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}
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@@ -1,5 +1,3 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.systems.RenderSystem
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@@ -8,14 +6,12 @@ import java.lang.Math.pow
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import org.joml.Matrix4f
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import org.joml.Vector3f
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import net.minecraft.client.gl.VertexBuffer
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import net.minecraft.client.render.BufferBuilder
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import net.minecraft.client.render.BufferRenderer
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import net.minecraft.client.render.Camera
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import net.minecraft.client.render.GameRenderer
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderPhase
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import net.minecraft.client.render.RenderTickCounter
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import net.minecraft.client.render.Tessellator
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import net.minecraft.client.render.VertexConsumer
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import net.minecraft.client.render.VertexConsumerProvider
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import net.minecraft.client.render.VertexFormat
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import net.minecraft.client.render.VertexFormats
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@@ -31,273 +27,287 @@ import moe.nea.firmament.util.MC
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@RenderContextDSL
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class RenderInWorldContext private constructor(
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private val tesselator: Tessellator,
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val matrixStack: MatrixStack,
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private val camera: Camera,
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private val tickCounter: RenderTickCounter,
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val vertexConsumers: VertexConsumerProvider.Immediate,
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private val tesselator: Tessellator,
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val matrixStack: MatrixStack,
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private val camera: Camera,
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private val tickCounter: RenderTickCounter,
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val vertexConsumers: VertexConsumerProvider.Immediate,
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) {
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object RenderLayers {
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val TRANSLUCENT_TRIS = RenderLayer.of("firmament_translucent_tris",
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VertexFormats.POSITION_COLOR,
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VertexFormat.DrawMode.TRIANGLES,
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RenderLayer.DEFAULT_BUFFER_SIZE,
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false, true,
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.program(RenderPhase.COLOR_PROGRAM)
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.build(false))
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val LINES = RenderLayer.of("firmament_rendertype_lines",
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VertexFormats.LINES,
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VertexFormat.DrawMode.LINES,
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RenderLayer.DEFAULT_BUFFER_SIZE,
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false, false, // do we need translucent? i dont think so
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.program(FirmamentShaders.LINES)
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.build(false)
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)
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}
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object RenderLayers {
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val TRANSLUCENT_TRIS = RenderLayer.of("firmament_translucent_tris",
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VertexFormats.POSITION_COLOR,
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VertexFormat.DrawMode.TRIANGLES,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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false, true,
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.program(RenderPhase.POSITION_COLOR_PROGRAM)
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.build(false))
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val LINES = RenderLayer.of("firmament_rendertype_lines",
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VertexFormats.LINES,
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VertexFormat.DrawMode.LINES,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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false, false, // do we need translucent? i dont think so
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.program(FirmamentShaders.LINES)
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.build(false)
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)
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val COLORED_QUADS = RenderLayer.of(
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"firmament_quads",
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VertexFormats.POSITION_COLOR,
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VertexFormat.DrawMode.QUADS,
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RenderLayer.CUTOUT_BUFFER_SIZE,
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false, true,
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RenderLayer.MultiPhaseParameters.builder()
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.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
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.program(RenderPhase.POSITION_COLOR_PROGRAM)
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.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
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.build(false)
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)
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}
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fun color(color: me.shedaniel.math.Color) {
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color(color.red / 255F, color.green / 255f, color.blue / 255f, color.alpha / 255f)
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}
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@Deprecated("stateful color management is no longer a thing")
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fun color(color: me.shedaniel.math.Color) {
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color(color.red / 255F, color.green / 255f, color.blue / 255f, color.alpha / 255f)
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}
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fun color(red: Float, green: Float, blue: Float, alpha: Float) {
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RenderSystem.setShaderColor(red, green, blue, alpha)
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}
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@Deprecated("stateful color management is no longer a thing")
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fun color(red: Float, green: Float, blue: Float, alpha: Float) {
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RenderSystem.setShaderColor(red, green, blue, alpha)
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}
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fun block(blockPos: BlockPos) {
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matrixStack.push()
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matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
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buildCube(matrixStack.peek().positionMatrix, tesselator)
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matrixStack.pop()
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}
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fun block(blockPos: BlockPos, color: Int) {
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matrixStack.push()
|
||||
matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
|
||||
buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color)
|
||||
matrixStack.pop()
|
||||
}
|
||||
|
||||
enum class VerticalAlign {
|
||||
TOP, BOTTOM, CENTER;
|
||||
enum class VerticalAlign {
|
||||
TOP, BOTTOM, CENTER;
|
||||
|
||||
fun align(index: Int, count: Int): Float {
|
||||
return when (this) {
|
||||
CENTER -> (index - count / 2F) * (1 + MC.font.fontHeight.toFloat())
|
||||
BOTTOM -> (index - count) * (1 + MC.font.fontHeight.toFloat())
|
||||
TOP -> (index) * (1 + MC.font.fontHeight.toFloat())
|
||||
}
|
||||
}
|
||||
}
|
||||
fun align(index: Int, count: Int): Float {
|
||||
return when (this) {
|
||||
CENTER -> (index - count / 2F) * (1 + MC.font.fontHeight.toFloat())
|
||||
BOTTOM -> (index - count) * (1 + MC.font.fontHeight.toFloat())
|
||||
TOP -> (index) * (1 + MC.font.fontHeight.toFloat())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fun waypoint(position: BlockPos, vararg label: Text) {
|
||||
text(
|
||||
position.toCenterPos(),
|
||||
*label,
|
||||
Text.literal("§e${FirmFormatters.formatDistance(MC.player?.pos?.distanceTo(position.toCenterPos()) ?: 42069.0)}"),
|
||||
background = 0xAA202020.toInt()
|
||||
)
|
||||
}
|
||||
fun waypoint(position: BlockPos, vararg label: Text) {
|
||||
text(
|
||||
position.toCenterPos(),
|
||||
*label,
|
||||
Text.literal("§e${FirmFormatters.formatDistance(MC.player?.pos?.distanceTo(position.toCenterPos()) ?: 42069.0)}"),
|
||||
background = 0xAA202020.toInt()
|
||||
)
|
||||
}
|
||||
|
||||
fun withFacingThePlayer(position: Vec3d, block: FacingThePlayerContext.() -> Unit) {
|
||||
matrixStack.push()
|
||||
matrixStack.translate(position.x, position.y, position.z)
|
||||
val actualCameraDistance = position.distanceTo(camera.pos)
|
||||
val distanceToMoveTowardsCamera = if (actualCameraDistance < 10) 0.0 else -(actualCameraDistance - 10.0)
|
||||
val vec = position.subtract(camera.pos).multiply(distanceToMoveTowardsCamera / actualCameraDistance)
|
||||
matrixStack.translate(vec.x, vec.y, vec.z)
|
||||
matrixStack.multiply(camera.rotation)
|
||||
matrixStack.scale(0.025F, -0.025F, 1F)
|
||||
fun withFacingThePlayer(position: Vec3d, block: FacingThePlayerContext.() -> Unit) {
|
||||
matrixStack.push()
|
||||
matrixStack.translate(position.x, position.y, position.z)
|
||||
val actualCameraDistance = position.distanceTo(camera.pos)
|
||||
val distanceToMoveTowardsCamera = if (actualCameraDistance < 10) 0.0 else -(actualCameraDistance - 10.0)
|
||||
val vec = position.subtract(camera.pos).multiply(distanceToMoveTowardsCamera / actualCameraDistance)
|
||||
matrixStack.translate(vec.x, vec.y, vec.z)
|
||||
matrixStack.multiply(camera.rotation)
|
||||
matrixStack.scale(0.025F, -0.025F, 1F)
|
||||
|
||||
FacingThePlayerContext(this).run(block)
|
||||
FacingThePlayerContext(this).run(block)
|
||||
|
||||
matrixStack.pop()
|
||||
vertexConsumers.drawCurrentLayer()
|
||||
}
|
||||
matrixStack.pop()
|
||||
vertexConsumers.drawCurrentLayer()
|
||||
}
|
||||
|
||||
fun sprite(position: Vec3d, sprite: Sprite, width: Int, height: Int) {
|
||||
texture(
|
||||
position, sprite.atlasId, width, height, sprite.minU, sprite.minV, sprite.maxU, sprite.maxV
|
||||
)
|
||||
}
|
||||
fun sprite(position: Vec3d, sprite: Sprite, width: Int, height: Int) {
|
||||
texture(
|
||||
position, sprite.atlasId, width, height, sprite.minU, sprite.minV, sprite.maxU, sprite.maxV
|
||||
)
|
||||
}
|
||||
|
||||
fun texture(
|
||||
position: Vec3d, texture: Identifier, width: Int, height: Int,
|
||||
u1: Float, v1: Float,
|
||||
u2: Float, v2: Float,
|
||||
) {
|
||||
withFacingThePlayer(position) {
|
||||
texture(texture, width, height, u1, v1, u2, v2)
|
||||
}
|
||||
}
|
||||
fun texture(
|
||||
position: Vec3d, texture: Identifier, width: Int, height: Int,
|
||||
u1: Float, v1: Float,
|
||||
u2: Float, v2: Float,
|
||||
) {
|
||||
withFacingThePlayer(position) {
|
||||
texture(texture, width, height, u1, v1, u2, v2)
|
||||
}
|
||||
}
|
||||
|
||||
fun text(position: Vec3d, vararg texts: Text, verticalAlign: VerticalAlign = VerticalAlign.CENTER, background: Int = 0x70808080) {
|
||||
withFacingThePlayer(position) {
|
||||
text(*texts, verticalAlign = verticalAlign, background = background)
|
||||
}
|
||||
}
|
||||
fun text(
|
||||
position: Vec3d,
|
||||
vararg texts: Text,
|
||||
verticalAlign: VerticalAlign = VerticalAlign.CENTER,
|
||||
background: Int = 0x70808080
|
||||
) {
|
||||
withFacingThePlayer(position) {
|
||||
text(*texts, verticalAlign = verticalAlign, background = background)
|
||||
}
|
||||
}
|
||||
|
||||
fun tinyBlock(vec3d: Vec3d, size: Float) {
|
||||
RenderSystem.setShader(GameRenderer::getPositionColorProgram)
|
||||
matrixStack.push()
|
||||
matrixStack.translate(vec3d.x, vec3d.y, vec3d.z)
|
||||
matrixStack.scale(size, size, size)
|
||||
matrixStack.translate(-.5, -.5, -.5)
|
||||
buildCube(matrixStack.peek().positionMatrix, tesselator)
|
||||
matrixStack.pop()
|
||||
}
|
||||
fun tinyBlock(vec3d: Vec3d, size: Float, color: Int) {
|
||||
matrixStack.push()
|
||||
matrixStack.translate(vec3d.x, vec3d.y, vec3d.z)
|
||||
matrixStack.scale(size, size, size)
|
||||
matrixStack.translate(-.5, -.5, -.5)
|
||||
buildCube(matrixStack.peek().positionMatrix, vertexConsumers.getBuffer(RenderLayers.COLORED_QUADS), color)
|
||||
matrixStack.pop()
|
||||
vertexConsumers.draw()
|
||||
}
|
||||
|
||||
fun wireframeCube(blockPos: BlockPos, lineWidth: Float = 10F) {
|
||||
RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
|
||||
matrixStack.push()
|
||||
RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(blockPos.toCenterPos()), 0.25).toFloat())
|
||||
matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
|
||||
buildWireFrameCube(matrixStack.peek(), tesselator)
|
||||
matrixStack.pop()
|
||||
}
|
||||
fun wireframeCube(blockPos: BlockPos, lineWidth: Float = 10F) {
|
||||
val buf = vertexConsumers.getBuffer(RenderLayer.LINES)
|
||||
matrixStack.push()
|
||||
// TODO: this does not render through blocks (or water layers) anymore
|
||||
RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(blockPos.toCenterPos()), 0.25).toFloat())
|
||||
matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
|
||||
buildWireFrameCube(matrixStack.peek(), buf)
|
||||
matrixStack.pop()
|
||||
vertexConsumers.draw()
|
||||
}
|
||||
|
||||
fun line(vararg points: Vec3d, lineWidth: Float = 10F) {
|
||||
line(points.toList(), lineWidth)
|
||||
}
|
||||
fun line(vararg points: Vec3d, lineWidth: Float = 10F) {
|
||||
line(points.toList(), lineWidth)
|
||||
}
|
||||
|
||||
fun tracer(toWhere: Vec3d, lineWidth: Float = 3f) {
|
||||
val cameraForward = Vector3f(0f, 0f, -1f).rotate(camera.rotation)
|
||||
line(camera.pos.add(Vec3d(cameraForward)), toWhere, lineWidth = lineWidth)
|
||||
}
|
||||
fun tracer(toWhere: Vec3d, lineWidth: Float = 3f) {
|
||||
val cameraForward = Vector3f(0f, 0f, -1f).rotate(camera.rotation)
|
||||
line(camera.pos.add(Vec3d(cameraForward)), toWhere, lineWidth = lineWidth)
|
||||
}
|
||||
|
||||
fun line(points: List<Vec3d>, lineWidth: Float = 10F) {
|
||||
RenderSystem.lineWidth(lineWidth)
|
||||
val buffer = tesselator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
|
||||
fun line(points: List<Vec3d>, lineWidth: Float = 10F) {
|
||||
RenderSystem.lineWidth(lineWidth)
|
||||
// TODO: replace with renderlayers
|
||||
val buffer = tesselator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
|
||||
|
||||
val matrix = matrixStack.peek()
|
||||
var lastNormal: Vector3f? = null
|
||||
points.zipWithNext().forEach { (a, b) ->
|
||||
val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
|
||||
.sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
|
||||
.normalize()
|
||||
val lastNormal0 = lastNormal ?: normal
|
||||
lastNormal = normal
|
||||
buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
|
||||
.color(-1)
|
||||
.normal(matrix, lastNormal0.x, lastNormal0.y, lastNormal0.z)
|
||||
.next()
|
||||
buffer.vertex(matrix.positionMatrix, b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
|
||||
.color(-1)
|
||||
.normal(matrix, normal.x, normal.y, normal.z)
|
||||
.next()
|
||||
}
|
||||
val matrix = matrixStack.peek()
|
||||
var lastNormal: Vector3f? = null
|
||||
points.zipWithNext().forEach { (a, b) ->
|
||||
val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
|
||||
.sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
|
||||
.normalize()
|
||||
val lastNormal0 = lastNormal ?: normal
|
||||
lastNormal = normal
|
||||
buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
|
||||
.color(-1)
|
||||
.normal(matrix, lastNormal0.x, lastNormal0.y, lastNormal0.z)
|
||||
.next()
|
||||
buffer.vertex(matrix.positionMatrix, b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
|
||||
.color(-1)
|
||||
.normal(matrix, normal.x, normal.y, normal.z)
|
||||
.next()
|
||||
}
|
||||
|
||||
RenderLayers.LINES.draw(buffer.end())
|
||||
}
|
||||
RenderLayers.LINES.draw(buffer.end())
|
||||
}
|
||||
// TODO: put the favourite icons in front of items again
|
||||
|
||||
companion object {
|
||||
private fun doLine(
|
||||
matrix: MatrixStack.Entry,
|
||||
buf: BufferBuilder,
|
||||
i: Float,
|
||||
j: Float,
|
||||
k: Float,
|
||||
x: Float,
|
||||
y: Float,
|
||||
z: Float
|
||||
) {
|
||||
val normal = Vector3f(x, y, z)
|
||||
.sub(i, j, k)
|
||||
.normalize()
|
||||
buf.vertex(matrix.positionMatrix, i, j, k)
|
||||
.normal(matrix, normal.x, normal.y, normal.z)
|
||||
.color(-1)
|
||||
.next()
|
||||
buf.vertex(matrix.positionMatrix, x, y, z)
|
||||
.normal(matrix, normal.x, normal.y, normal.z)
|
||||
.color(-1)
|
||||
.next()
|
||||
}
|
||||
companion object {
|
||||
private fun doLine(
|
||||
matrix: MatrixStack.Entry,
|
||||
buf: VertexConsumer,
|
||||
i: Float,
|
||||
j: Float,
|
||||
k: Float,
|
||||
x: Float,
|
||||
y: Float,
|
||||
z: Float
|
||||
) {
|
||||
val normal = Vector3f(x, y, z)
|
||||
.sub(i, j, k)
|
||||
.normalize()
|
||||
buf.vertex(matrix.positionMatrix, i, j, k)
|
||||
.normal(matrix, normal.x, normal.y, normal.z)
|
||||
.color(-1)
|
||||
.next()
|
||||
buf.vertex(matrix.positionMatrix, x, y, z)
|
||||
.normal(matrix, normal.x, normal.y, normal.z)
|
||||
.color(-1)
|
||||
.next()
|
||||
}
|
||||
|
||||
|
||||
private fun buildWireFrameCube(matrix: MatrixStack.Entry, tessellator: Tessellator) {
|
||||
val buf = tessellator.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
|
||||
private fun buildWireFrameCube(matrix: MatrixStack.Entry, buf: VertexConsumer) {
|
||||
for (i in 0..1) {
|
||||
for (j in 0..1) {
|
||||
val i = i.toFloat()
|
||||
val j = j.toFloat()
|
||||
doLine(matrix, buf, 0F, i, j, 1F, i, j)
|
||||
doLine(matrix, buf, i, 0F, j, i, 1F, j)
|
||||
doLine(matrix, buf, i, j, 0F, i, j, 1F)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (i in 0..1) {
|
||||
for (j in 0..1) {
|
||||
val i = i.toFloat()
|
||||
val j = j.toFloat()
|
||||
doLine(matrix, buf, 0F, i, j, 1F, i, j)
|
||||
doLine(matrix, buf, i, 0F, j, i, 1F, j)
|
||||
doLine(matrix, buf, i, j, 0F, i, j, 1F)
|
||||
}
|
||||
}
|
||||
BufferRenderer.drawWithGlobalProgram(buf.end())
|
||||
}
|
||||
|
||||
private fun buildCube(matrix: Matrix4f, tessellator: Tessellator) {
|
||||
val buf = tessellator.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR)
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).color(-1).next()
|
||||
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).color(-1).next()
|
||||
RenderLayers.TRANSLUCENT_TRIS.draw(buf.end())
|
||||
}
|
||||
private fun buildCube(matrix: Matrix4f, buf: VertexConsumer, color: Int) {
|
||||
// Y-
|
||||
buf.vertex(matrix, 0F, 0F, 0F).color(color)
|
||||
buf.vertex(matrix, 0F, 0F, 1F).color(color)
|
||||
buf.vertex(matrix, 1F, 0F, 1F).color(color)
|
||||
buf.vertex(matrix, 1F, 0F, 0F).color(color)
|
||||
// Y+
|
||||
buf.vertex(matrix, 0F, 1F, 0F).color(color)
|
||||
buf.vertex(matrix, 1F, 1F, 0F).color(color)
|
||||
buf.vertex(matrix, 1F, 1F, 1F).color(color)
|
||||
buf.vertex(matrix, 0F, 1F, 1F).color(color)
|
||||
// X-
|
||||
buf.vertex(matrix, 0F, 0F, 0F).color(color)
|
||||
buf.vertex(matrix, 0F, 0F, 1F).color(color)
|
||||
buf.vertex(matrix, 0F, 1F, 1F).color(color)
|
||||
buf.vertex(matrix, 0F, 1F, 0F).color(color)
|
||||
// X+
|
||||
buf.vertex(matrix, 1F, 0F, 0F).color(color)
|
||||
buf.vertex(matrix, 1F, 1F, 0F).color(color)
|
||||
buf.vertex(matrix, 1F, 1F, 1F).color(color)
|
||||
buf.vertex(matrix, 1F, 0F, 1F).color(color)
|
||||
// Z-
|
||||
buf.vertex(matrix, 0F, 0F, 0F).color(color)
|
||||
buf.vertex(matrix, 1F, 0F, 0F).color(color)
|
||||
buf.vertex(matrix, 1F, 1F, 0F).color(color)
|
||||
buf.vertex(matrix, 0F, 1F, 0F).color(color)
|
||||
// Z+
|
||||
buf.vertex(matrix, 0F, 0F, 1F).color(color)
|
||||
buf.vertex(matrix, 0F, 1F, 1F).color(color)
|
||||
buf.vertex(matrix, 1F, 1F, 1F).color(color)
|
||||
buf.vertex(matrix, 1F, 0F, 1F).color(color)
|
||||
}
|
||||
|
||||
|
||||
fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) {
|
||||
RenderSystem.disableDepthTest()
|
||||
RenderSystem.enableBlend()
|
||||
RenderSystem.defaultBlendFunc()
|
||||
RenderSystem.disableCull()
|
||||
fun renderInWorld(event: WorldRenderLastEvent, block: RenderInWorldContext. () -> Unit) {
|
||||
// TODO: there should be *no more global state*. the only thing we should be doing is render layers. that includes settings like culling, blending, shader color, and depth testing
|
||||
// For now i will let these functions remain, but this needs to go before i do a full (non-beta) release
|
||||
RenderSystem.disableDepthTest()
|
||||
RenderSystem.enableBlend()
|
||||
RenderSystem.defaultBlendFunc()
|
||||
RenderSystem.disableCull()
|
||||
|
||||
event.matrices.push()
|
||||
event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z)
|
||||
event.matrices.push()
|
||||
event.matrices.translate(-event.camera.pos.x, -event.camera.pos.y, -event.camera.pos.z)
|
||||
|
||||
val ctx = RenderInWorldContext(
|
||||
RenderSystem.renderThreadTesselator(),
|
||||
event.matrices,
|
||||
event.camera,
|
||||
event.tickCounter,
|
||||
event.vertexConsumers
|
||||
)
|
||||
val ctx = RenderInWorldContext(
|
||||
RenderSystem.renderThreadTesselator(),
|
||||
event.matrices,
|
||||
event.camera,
|
||||
event.tickCounter,
|
||||
event.vertexConsumers
|
||||
)
|
||||
|
||||
block(ctx)
|
||||
block(ctx)
|
||||
|
||||
event.matrices.pop()
|
||||
|
||||
RenderSystem.setShaderColor(1F, 1F, 1F, 1F)
|
||||
VertexBuffer.unbind()
|
||||
RenderSystem.enableDepthTest()
|
||||
RenderSystem.enableCull()
|
||||
RenderSystem.disableBlend()
|
||||
}
|
||||
}
|
||||
event.matrices.pop()
|
||||
event.vertexConsumers.draw()
|
||||
RenderSystem.setShaderColor(1F, 1F, 1F, 1F)
|
||||
VertexBuffer.unbind()
|
||||
RenderSystem.enableDepthTest()
|
||||
RenderSystem.enableCull()
|
||||
RenderSystem.disableBlend()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user