Make proper use of matrixstack for block highlights

This commit is contained in:
nea
2023-05-03 01:39:27 +02:00
parent f93df266c6
commit f844feba1b
3 changed files with 54 additions and 48 deletions

View File

@@ -105,7 +105,7 @@ object FairySouls : NEUFeature,
}
WorldRenderLastEvent.subscribe {
if (!TConfig.displaySouls) return@subscribe
renderBlocks(it.camera) {
renderBlocks(it.matrices, it.camera) {
color(1F, 1F, 0F, 0.8F)
currentMissingSouls.forEach {
block(it.blockPos)

View File

@@ -1,6 +1,7 @@
package moe.nea.notenoughupdates.util.render
import com.mojang.blaze3d.systems.RenderSystem
import org.joml.Matrix4f
import net.minecraft.client.gl.VertexBuffer
import net.minecraft.client.render.BufferBuilder
import net.minecraft.client.render.Camera
@@ -8,77 +9,80 @@ import net.minecraft.client.render.GameRenderer
import net.minecraft.client.render.Tessellator
import net.minecraft.client.render.VertexFormat
import net.minecraft.client.render.VertexFormats
import net.minecraft.client.util.math.MatrixStack
import net.minecraft.util.math.BlockPos
import net.minecraft.util.math.Vec3d
class RenderBlockContext(val tesselator: Tessellator, val camPos: Vec3d) {
val buffer = tesselator.buffer
class RenderBlockContext(private val tesselator: Tessellator, private val matrixStack: MatrixStack) {
private val buffer = tesselator.buffer
fun color(red: Float, green: Float, blue: Float, alpha: Float) {
RenderSystem.setShaderColor(red, green, blue, alpha)
}
fun block(blockPos: BlockPos) {
val matrixStack = RenderSystem.getModelViewStack()
matrixStack.push()
matrixStack.translate(blockPos.x - camPos.x, blockPos.y - camPos.y, blockPos.z - camPos.z)
RenderSystem.applyModelViewMatrix()
matrixStack.translate(blockPos.x.toFloat(), blockPos.y.toFloat(), blockPos.z.toFloat())
RenderSystem.setShader(GameRenderer::getPositionColorProgram)
buildCube(buffer)
buildCube(matrixStack.peek().positionMatrix, buffer)
tesselator.draw()
matrixStack.pop()
}
companion object {
fun buildCube(buf: BufferBuilder) {
private fun buildCube(matrix: Matrix4f, buf: BufferBuilder) {
buf.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR)
buf.fixedColor(255, 255, 255, 255)
buf.vertex(0.0, 0.0, 0.0).next()
buf.vertex(0.0, 0.0, 1.0).next()
buf.vertex(0.0, 1.0, 1.0).next()
buf.vertex(1.0, 1.0, 0.0).next()
buf.vertex(0.0, 0.0, 0.0).next()
buf.vertex(0.0, 1.0, 0.0).next()
buf.vertex(1.0, 0.0, 1.0).next()
buf.vertex(0.0, 0.0, 0.0).next()
buf.vertex(1.0, 0.0, 0.0).next()
buf.vertex(1.0, 1.0, 0.0).next()
buf.vertex(1.0, 0.0, 0.0).next()
buf.vertex(0.0, 0.0, 0.0).next()
buf.vertex(0.0, 0.0, 0.0).next()
buf.vertex(0.0, 1.0, 1.0).next()
buf.vertex(0.0, 1.0, 0.0).next()
buf.vertex(1.0, 0.0, 1.0).next()
buf.vertex(0.0, 0.0, 1.0).next()
buf.vertex(0.0, 0.0, 0.0).next()
buf.vertex(0.0, 1.0, 1.0).next()
buf.vertex(0.0, 0.0, 1.0).next()
buf.vertex(1.0, 0.0, 1.0).next()
buf.vertex(1.0, 1.0, 1.0).next()
buf.vertex(1.0, 0.0, 0.0).next()
buf.vertex(1.0, 1.0, 0.0).next()
buf.vertex(1.0, 0.0, 0.0).next()
buf.vertex(1.0, 1.0, 1.0).next()
buf.vertex(1.0, 0.0, 1.0).next()
buf.vertex(1.0, 1.0, 1.0).next()
buf.vertex(1.0, 1.0, 0.0).next()
buf.vertex(0.0, 1.0, 0.0).next()
buf.vertex(1.0, 1.0, 1.0).next()
buf.vertex(0.0, 1.0, 0.0).next()
buf.vertex(0.0, 1.0, 1.0).next()
buf.vertex(1.0, 1.0, 1.0).next()
buf.vertex(0.0, 1.0, 1.0).next()
buf.vertex(1.0, 0.0, 1.0).next()
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 0.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 0.0F, 1.0F, 1.0F).next()
buf.vertex(matrix, 1.0F, 0.0F, 1.0F).next()
buf.unfixColor()
}
fun renderBlocks(camera: Camera, block: RenderBlockContext. () -> Unit) {
fun renderBlocks(matrices: MatrixStack, camera: Camera, block: RenderBlockContext. () -> Unit) {
RenderSystem.disableDepthTest()
RenderSystem.enableBlend()
RenderSystem.defaultBlendFunc()
val ctx = RenderBlockContext(Tessellator.getInstance(), camera.pos)
matrices.push()
matrices.translate(-camera.pos.x, -camera.pos.y, -camera.pos.z)
val ctx = RenderBlockContext(Tessellator.getInstance(), matrices)
block(ctx)
matrices.pop()
VertexBuffer.unbind()
RenderSystem.enableDepthTest()
RenderSystem.disableBlend()

View File

@@ -18,5 +18,7 @@
"notenoughupdates.sbinfo.server": "Locraw Server: %s",
"notenoughupdates.sbinfo.gametype": "Locraw Gametype: %s",
"notenoughupdates.sbinfo.mode": "Locraw Mode: %s",
"notenoughupdates.sbinfo.map": "Locraw Map: %s"
"notenoughupdates.sbinfo.map": "Locraw Map: %s",
"neu.config.fairysouls.show": "Show Fairy Soul Waypoints",
"neu.config.fairysouls.reset": "Reset Collected Fairy Souls"
}