Add lines to world renderer
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@@ -21,15 +21,16 @@ package moe.nea.firmament.features.world
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import io.github.moulberry.repo.data.Coordinate
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import kotlinx.serialization.Serializable
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import kotlinx.serialization.serializer
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import net.minecraft.util.math.Direction
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import moe.nea.firmament.events.ServerChatLineReceivedEvent
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import moe.nea.firmament.events.SkyblockServerUpdateEvent
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import moe.nea.firmament.events.WorldRenderLastEvent
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import moe.nea.firmament.features.FirmamentFeature
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import moe.nea.firmament.gui.config.ManagedConfig
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import moe.nea.firmament.repo.RepoManager
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import moe.nea.firmament.util.MC
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import moe.nea.firmament.util.SBData
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import moe.nea.firmament.util.blockPos
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import moe.nea.firmament.gui.config.ManagedConfig
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import moe.nea.firmament.util.data.ProfileSpecificDataHolder
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import moe.nea.firmament.util.render.RenderInWorldContext.Companion.renderInWorld
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import moe.nea.firmament.util.unformattedString
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@@ -132,6 +133,10 @@ object FairySouls : FirmamentFeature {
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currentMissingSouls.forEach {
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block(it.blockPos)
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}
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color(1f, 0f, 1f, 1f)
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currentLocationSouls.forEach {
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wireframeCube(it.blockPos)
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}
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}
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}
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}
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@@ -19,7 +19,9 @@
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package moe.nea.firmament.util.render
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import com.mojang.blaze3d.systems.RenderSystem
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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.Camera
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@@ -28,10 +30,15 @@ import net.minecraft.client.render.Tessellator
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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.client.util.math.MatrixStack
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import net.minecraft.client.util.math.MatrixStack.Entry
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import net.minecraft.util.math.BlockPos
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import net.minecraft.util.math.Vec3d
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class RenderInWorldContext private constructor(private val tesselator: Tessellator, private val matrixStack: MatrixStack) {
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class RenderInWorldContext private constructor(
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private val tesselator: Tessellator,
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private val matrixStack: MatrixStack,
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private val camera: Camera
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) {
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private val buffer = tesselator.buffer
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fun color(red: Float, green: Float, blue: Float, alpha: Float) {
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@@ -39,6 +46,7 @@ class RenderInWorldContext private constructor(private val tesselator: Tessellat
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}
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fun block(blockPos: BlockPos) {
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RenderSystem.setShader(GameRenderer::getPositionColorProgram)
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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, buffer)
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@@ -47,6 +55,7 @@ class RenderInWorldContext private constructor(private val tesselator: Tessellat
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}
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fun tinyBlock(vec3d: Vec3d, size: Float) {
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RenderSystem.setShader(GameRenderer::getPositionColorProgram)
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matrixStack.push()
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matrixStack.translate(vec3d.x, vec3d.y, vec3d.z)
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matrixStack.scale(size, size, size)
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@@ -56,11 +65,56 @@ class RenderInWorldContext private constructor(private val tesselator: Tessellat
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matrixStack.pop()
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}
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fun line(vararg points: Vec3d, size: Double = 2.0) {
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fun wireframeCube(blockPos: BlockPos, lineWidth: Float = 10F) {
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RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
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matrixStack.push()
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RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(blockPos.toCenterPos()), 0.25).toFloat())
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matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
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buildWireFrameCube(matrixStack.peek(), buffer)
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tesselator.draw()
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matrixStack.pop()
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}
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fun line(vararg points: Vec3d, lineWidth: Float = 10F) {
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RenderSystem.setShader(GameRenderer::getRenderTypeLinesProgram)
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RenderSystem.lineWidth(lineWidth / pow(camera.pos.squaredDistanceTo(points.first()), 0.25).toFloat())
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buffer.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
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buffer.fixedColor(255, 255, 255, 255)
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points.toList().zipWithNext().forEach { (a, b) ->
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doLine(matrixStack.peek(), buffer, a.x, a.y, a.z, b.x, b.y, b.z)
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}
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buffer.unfixColor()
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tesselator.draw()
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}
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companion object {
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private fun doLine(matrix: Entry, buf: BufferBuilder, i: Number, j: Number, k: Number, x: Number, y: Number, z: Number) {
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val normal = Vector3f(x.toFloat(), y.toFloat(), z.toFloat())
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.sub(i.toFloat(), j.toFloat(), k.toFloat())
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.mul(-1F)
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buf.vertex(matrix.positionMatrix, i.toFloat(), j.toFloat(), k.toFloat())
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.normal(matrix.normalMatrix, normal.x, normal.y, normal.z).next()
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buf.vertex(matrix.positionMatrix, x.toFloat(), y.toFloat(), z.toFloat())
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.normal(matrix.normalMatrix, normal.x, normal.y, normal.z).next()
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}
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private fun buildWireFrameCube(matrix: MatrixStack.Entry, buf: BufferBuilder) {
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buf.begin(VertexFormat.DrawMode.LINES, VertexFormats.LINES)
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buf.fixedColor(255, 255, 255, 255)
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for (i in 0..1) {
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for (j in 0..1) {
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doLine(matrix, buf, 0, i, j, 1, i, j)
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doLine(matrix, buf, i, 0, j, i, 1, j)
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doLine(matrix, buf, i, j, 0, i, j, 1)
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}
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}
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buf.unfixColor()
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}
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private fun buildCube(matrix: Matrix4f, buf: BufferBuilder) {
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buf.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR)
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buf.fixedColor(255, 255, 255, 255)
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@@ -107,19 +161,21 @@ class RenderInWorldContext private constructor(private val tesselator: Tessellat
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RenderSystem.disableDepthTest()
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RenderSystem.enableBlend()
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RenderSystem.defaultBlendFunc()
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RenderSystem.setShader(GameRenderer::getPositionColorProgram)
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RenderSystem.disableCull()
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matrices.push()
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matrices.translate(-camera.pos.x, -camera.pos.y, -camera.pos.z)
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val ctx = RenderInWorldContext(Tessellator.getInstance(), matrices)
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val ctx = RenderInWorldContext(RenderSystem.renderThreadTesselator(), matrices, camera)
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block(ctx)
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matrices.pop()
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RenderSystem.setShaderColor(1F,1F,1F,1F)
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RenderSystem.setShaderColor(1F, 1F, 1F, 1F)
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VertexBuffer.unbind()
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RenderSystem.enableDepthTest()
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RenderSystem.enableCull()
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RenderSystem.disableBlend()
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}
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}
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