1 package me.shedaniel.lightoverlay.common;
3 import com.mojang.blaze3d.systems.RenderSystem;
4 import com.mojang.blaze3d.vertex.*;
5 import it.unimi.dsi.fastutil.longs.Long2ByteMap;
6 import net.minecraft.client.Camera;
7 import net.minecraft.client.Minecraft;
8 import net.minecraft.client.gui.Font;
9 import net.minecraft.client.player.LocalPlayer;
10 import net.minecraft.client.renderer.GameRenderer;
11 import net.minecraft.client.renderer.MultiBufferSource;
12 import net.minecraft.client.renderer.culling.Frustum;
13 import net.minecraft.core.BlockPos;
14 import net.minecraft.core.Direction;
15 import net.minecraft.util.Mth;
16 import net.minecraft.world.level.Level;
17 import net.minecraft.world.phys.AABB;
18 import net.minecraft.world.phys.shapes.CollisionContext;
19 import net.minecraft.world.phys.shapes.VoxelShape;
20 import org.joml.Matrix4f;
21 import org.joml.Quaternionf;
24 import java.util.function.Consumer;
26 public class LightOverlayRenderer implements Consumer<PoseStack> {
27 private final Minecraft minecraft = Minecraft.getInstance();
28 public Frustum frustum;
29 public LightOverlayTicker ticker;
31 public LightOverlayRenderer(LightOverlayTicker ticker) {
36 public void accept(PoseStack poses) {
37 if (LightOverlay.enabled) {
38 LocalPlayer playerEntity = minecraft.player;
39 BlockPos playerPos = new BlockPos(playerEntity.getX(), playerEntity.getY(), playerEntity.getZ());
40 int playerPosX = playerPos.getX() >> 4;
41 int playerPosY = playerPos.getY() >> 5;
42 int playerPosZ = playerPos.getZ() >> 4;
43 CollisionContext collisionContext = CollisionContext.of(playerEntity);
44 Camera camera = minecraft.gameRenderer.getMainCamera();
45 int chunkRange = LightOverlay.getChunkRange();
47 if (LightOverlay.showNumber) {
48 renderLevels(new PoseStack(), camera, playerPos, playerPosX, playerPosY, playerPosZ, chunkRange, collisionContext);
50 renderCrosses(poses, camera, playerPos, playerPosX, playerPosY, playerPosZ, chunkRange, collisionContext);
55 private void renderLevels(PoseStack poses, Camera camera, BlockPos playerPos, int playerPosX, int playerPosY, int playerPosZ, int chunkRange, CollisionContext collisionContext) {
56 RenderSystem.enableTexture();
57 RenderSystem.depthMask(true);
58 BlockPos.MutableBlockPos mutable = new BlockPos.MutableBlockPos();
59 BlockPos.MutableBlockPos downMutable = new BlockPos.MutableBlockPos();
60 MultiBufferSource.BufferSource source = MultiBufferSource.immediate(Tesselator.getInstance().getBuilder());
61 for (Map.Entry<CubicChunkPos, Long2ByteMap> entry : ticker.CHUNK_MAP.entrySet()) {
62 CubicChunkPos chunkPos = entry.getKey();
63 if (LightOverlay.caching && (Mth.abs(chunkPos.x - playerPosX) > chunkRange || Mth.abs(chunkPos.y - playerPosY) > Math.max(1, chunkRange >> 1) || Mth.abs(chunkPos.z - playerPosZ) > chunkRange)) {
66 for (Long2ByteMap.Entry objectEntry : entry.getValue().long2ByteEntrySet()) {
67 mutable.set(objectEntry.getLongKey());
68 if (mutable.closerThan(playerPos, LightOverlay.reach)) {
69 if (isFrustumVisible(mutable.getX(), mutable.getY(), mutable.getZ(), mutable.getX() + 1, mutable.getX() + 1, mutable.getX() + 1)) {
70 downMutable.set(mutable.getX(), mutable.getY() - 1, mutable.getZ());
71 renderLevel(poses, source, camera, minecraft.level, mutable, downMutable, objectEntry.getByteValue(), collisionContext);
76 RenderSystem.enableDepthTest();
80 public void renderLevel(PoseStack poses, MultiBufferSource.BufferSource source, Camera camera, Level world, BlockPos pos, BlockPos down, byte level, CollisionContext collisionContext) {
81 String text = String.valueOf(level);
82 Font font = minecraft.font;
83 double cameraX = camera.getPosition().x;
84 double cameraY = camera.getPosition().y;
85 VoxelShape upperOutlineShape = world.getBlockState(down).getShape(world, down, collisionContext);
86 if (!upperOutlineShape.isEmpty())
87 cameraY += 1 - upperOutlineShape.max(Direction.Axis.Y);
88 double cameraZ = camera.getPosition().z;
90 poses.translate(pos.getX() + 0.5 - cameraX, pos.getY() - cameraY + 0.005, pos.getZ() + 0.5 - cameraZ);
91 poses.mulPose(new Quaternionf().fromAxisAngleDeg(1, 0, 0, 90));
92 // poses.glNormal3f(0.0F, 1.0F, 0.0F);
94 poses.scale(-size, -size, size);
95 float float_3 = (float) (-font.width(text)) / 2.0F + 0.4f;
96 font.drawInBatch(text, float_3, -3.5f, level > LightOverlay.higherCrossLevel ? 0xff042404 : (LightOverlay.lowerCrossLevel >= 0 && level > LightOverlay.lowerCrossLevel ? 0xff0066ff : 0xff731111), false, poses.last().pose(), source, false, 0, 15728880);
100 private void renderCrosses(PoseStack poses, Camera camera, BlockPos playerPos, int playerPosX, int playerPosY, int playerPosZ, int chunkRange, CollisionContext collisionContext) {
101 RenderSystem.enableDepthTest();
102 RenderSystem.disableTexture();
103 RenderSystem.disableBlend();
104 RenderSystem.setShader(GameRenderer::getPositionColorShader);
105 RenderSystem.lineWidth(LightOverlay.lineWidth);
106 Tesselator tesselator = Tesselator.getInstance();
107 BufferBuilder builder = tesselator.getBuilder();
108 builder.begin(VertexFormat.Mode.DEBUG_LINES, DefaultVertexFormat.POSITION_COLOR);
109 BlockPos.MutableBlockPos mutable = new BlockPos.MutableBlockPos();
111 for (Map.Entry<CubicChunkPos, Long2ByteMap> entry : ticker.CHUNK_MAP.entrySet()) {
112 CubicChunkPos chunkPos = entry.getKey();
113 if (LightOverlay.caching && (Mth.abs(chunkPos.x - playerPosX) > chunkRange || Mth.abs(chunkPos.y - playerPosY) > Math.max(1, chunkRange >> 1) || Mth.abs(chunkPos.z - playerPosZ) > chunkRange)) {
117 for (Long2ByteMap.Entry objectEntry : entry.getValue().long2ByteEntrySet()) {
118 byte crossType = objectEntry.getByteValue();
119 mutable.set(objectEntry.getLongKey());
120 if (mutable.closerThan(playerPos, LightOverlay.reach)) {
121 if (isFrustumVisible(mutable.getX(), mutable.getY(), mutable.getZ(), mutable.getX() + 1, mutable.getX() + 1, mutable.getX() + 1)) {
122 int color = switch (crossType) {
123 case LightOverlay.CROSS_RED -> LightOverlay.redColor;
124 case LightOverlay.CROSS_YELLOW -> LightOverlay.yellowColor;
125 default -> LightOverlay.secondaryColor;
127 renderCross(poses.last().pose(), builder, camera, minecraft.level, mutable, color, collisionContext);
134 RenderSystem.lineWidth(1.0F);
135 RenderSystem.enableBlend();
136 RenderSystem.enableTexture();
139 public void renderCross(Matrix4f pose, BufferBuilder builder, Camera camera, Level world, BlockPos pos, int color, CollisionContext collisionContext) {
140 double cameraX = camera.getPosition().x;
141 double cameraY = camera.getPosition().y - .005D;
142 double blockOffset = 0;
143 VoxelShape upperOutlineShape = world.getBlockState(pos).getShape(world, pos, collisionContext);
144 if (!upperOutlineShape.isEmpty()) {
145 blockOffset += upperOutlineShape.max(Direction.Axis.Y);
147 double cameraZ = camera.getPosition().z;
149 int red = (color >> 16) & 255;
150 int green = (color >> 8) & 255;
151 int blue = color & 255;
152 double x = pos.getX() - cameraX;
153 double y = pos.getY() - cameraY + blockOffset;
154 double z = pos.getZ() - cameraZ;
155 builder.vertex(x + .01, y, z + .01).color(red, green, blue, 255).endVertex();
156 builder.vertex(x + .99, y, z + .99).color(red, green, blue, 255).endVertex();
157 builder.vertex(x + .99, y, z + .01).color(red, green, blue, 255).endVertex();
158 builder.vertex(x + .01, y, z + .99).color(red, green, blue, 255).endVertex();
161 public boolean isFrustumVisible(double minX, double minY, double minZ, double maxX, double maxY, double maxZ) {
162 return frustum.isVisible(new AABB(minX, minY, minZ, maxX, maxY, maxZ));