1 package com.irtimaled.bbor.client.renderers;
3 import com.irtimaled.bbor.client.Camera;
4 import com.irtimaled.bbor.client.config.ConfigManager;
5 import com.mojang.blaze3d.platform.GlStateManager;
6 import com.mojang.blaze3d.systems.RenderSystem;
7 import net.minecraft.client.gl.VertexBuffer;
8 import net.minecraft.client.render.BufferBuilder;
9 import net.minecraft.client.render.Tessellator;
10 import net.minecraft.client.render.VertexFormat;
11 import net.minecraft.client.render.VertexFormats;
12 import net.minecraft.client.util.math.MatrixStack;
13 import net.minecraft.util.math.Box;
14 import net.minecraft.util.math.Quaternion;
15 import org.lwjgl.opengl.GL11;
17 public class RenderHelper {
19 public static void beforeRender() {
21 GlStateManager._blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
22 GL11.glEnable(GL11.GL_LINE_SMOOTH);
23 RenderSystem.disableCull();
25 RenderSystem.depthMask(true);
26 RenderSystem.depthFunc(GL11.GL_LEQUAL);
28 if (ConfigManager.alwaysVisible.get()) {
29 RenderSystem.disableDepthTest();
33 public static void afterRender() {
35 RenderSystem.enableCull();
36 GL11.glDisable(GL11.GL_LINE_SMOOTH);
37 RenderSystem.setShaderColor(1, 1, 1, 1);
40 public static void beforeRenderFont(MatrixStack matrixStack, OffsetPoint offsetPoint) {
41 RenderSystem.assertThread(RenderSystem::isOnRenderThread);
44 matrixStack.translate(offsetPoint.getX(), offsetPoint.getY() + 0.002D, offsetPoint.getZ());
45 // GL11.glNormal3f(0.0F, 1.0F, 0.0F);
46 matrixStack.multiply(new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
47 matrixStack.multiply(new Quaternion(0.0F, 90.0F, 1.0F, 0.0F));
48 matrixStack.scale(-0.0175F, -0.0175F, 0.0175F);
51 GlStateManager._blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
56 public static void afterRenderFont(MatrixStack matrixStack) {
59 RenderSystem.assertThread(RenderSystem::isOnRenderThread);
64 // public static void disableLighting() {
65 // RenderSystem.assertThread(RenderSystem::isOnRenderThread);
66 // GL11.glDisable(GL11.GL_LIGHTING);
69 public static void disableDepthTest() {
70 GlStateManager._disableDepthTest();
73 public static void enableDepthTest() {
74 GlStateManager._enableDepthTest();
77 // public static void disableFog() {
78 // RenderSystem.assertThread(RenderSystem::isOnRenderThread);
79 // GL11.glDisable(GL11.GL_FOG);
82 public static void disableBlend() {
83 GlStateManager._disableBlend();
86 public static void enableBlend() {
87 GlStateManager._enableBlend();
90 // public static void disableAlphaTest() {
91 // RenderSystem.assertThread(RenderSystem::isOnRenderThread);
92 // GL11.glDisable(GL32.GL_ALPHA_TEST);
95 // public static void enableAlphaTest() {
96 // RenderSystem.assertThread(RenderSystem::isOnRenderThread);
97 // GL11.glEnable(GL11.GL_ALPHA_TEST);
100 public static void disableTexture() {
101 GlStateManager._disableTexture();
104 public static void enableTexture() {
105 GlStateManager._enableTexture();
108 // public static void shadeModelSmooth() {
109 // RenderSystem.assertThread(RenderSystem::isOnRenderThreadOrInit);
110 // GL11.glShadeModel(GL11.GL_SMOOTH);
113 // public static void shadeModelFlat() {
114 // RenderSystem.assertThread(RenderSystem::isOnRenderThreadOrInit);
115 // GL11.glShadeModel(GL11.GL_FLAT);
118 // public static void enablePointSmooth() {
119 // GL11.glEnable(GL11.GL_POINT_SMOOTH);
122 public static void lineWidth2() {
123 RenderSystem.assertThread(RenderSystem::isOnRenderThread);
124 RenderSystem.lineWidth(2f);
127 public static void polygonModeLine() {
128 GlStateManager._polygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
131 public static void polygonModeFill() {
132 GlStateManager._polygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
135 public static void polygonOffsetMinusOne() {
136 GlStateManager._polygonOffset(-1.f, -1.f);
139 public static void enablePolygonOffsetLine() {
140 RenderSystem.assertThread(RenderSystem::isOnRenderThread);
141 GL11.glEnable(GL11.GL_POLYGON_OFFSET_LINE);
144 public static void depthMaskTrue() {
145 GlStateManager._depthMask(true);
148 public static void blendFuncGui() {
149 GlStateManager._blendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ZERO, GL11.GL_ONE);
152 public static void depthFuncAlways() {
153 GlStateManager._depthFunc(GL11.GL_ALWAYS);
156 public static void depthFuncLessEqual() {
157 GlStateManager._depthFunc(GL11.GL_LEQUAL);
160 public static void drawSolidBox(Box box, VertexBuffer vertexBuffer) {
161 BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
162 bufferBuilder.begin(VertexFormat.DrawMode.QUADS,
163 VertexFormats.POSITION);
165 bufferBuilder.vertex(box.minX, box.minY, box.minZ).next();
166 bufferBuilder.vertex(box.maxX, box.minY, box.minZ).next();
167 bufferBuilder.vertex(box.maxX, box.minY, box.maxZ).next();
168 bufferBuilder.vertex(box.minX, box.minY, box.maxZ).next();
170 bufferBuilder.vertex(box.minX, box.maxY, box.minZ).next();
171 bufferBuilder.vertex(box.minX, box.maxY, box.maxZ).next();
172 bufferBuilder.vertex(box.maxX, box.maxY, box.maxZ).next();
173 bufferBuilder.vertex(box.maxX, box.maxY, box.minZ).next();
175 bufferBuilder.vertex(box.minX, box.minY, box.minZ).next();
176 bufferBuilder.vertex(box.minX, box.maxY, box.minZ).next();
177 bufferBuilder.vertex(box.maxX, box.maxY, box.minZ).next();
178 bufferBuilder.vertex(box.maxX, box.minY, box.minZ).next();
180 bufferBuilder.vertex(box.maxX, box.minY, box.minZ).next();
181 bufferBuilder.vertex(box.maxX, box.maxY, box.minZ).next();
182 bufferBuilder.vertex(box.maxX, box.maxY, box.maxZ).next();
183 bufferBuilder.vertex(box.maxX, box.minY, box.maxZ).next();
185 bufferBuilder.vertex(box.minX, box.minY, box.maxZ).next();
186 bufferBuilder.vertex(box.maxX, box.minY, box.maxZ).next();
187 bufferBuilder.vertex(box.maxX, box.maxY, box.maxZ).next();
188 bufferBuilder.vertex(box.minX, box.maxY, box.maxZ).next();
190 bufferBuilder.vertex(box.minX, box.minY, box.minZ).next();
191 bufferBuilder.vertex(box.minX, box.minY, box.maxZ).next();
192 bufferBuilder.vertex(box.minX, box.maxY, box.maxZ).next();
193 bufferBuilder.vertex(box.minX, box.maxY, box.minZ).next();
196 vertexBuffer.upload(bufferBuilder);
199 public static void drawOutlinedBox(Box bb, VertexBuffer vertexBuffer) {
200 BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
201 bufferBuilder.begin(VertexFormat.DrawMode.DEBUG_LINES,
202 VertexFormats.POSITION);
204 bufferBuilder.vertex(bb.minX, bb.minY, bb.minZ).next();
205 bufferBuilder.vertex(bb.maxX, bb.minY, bb.minZ).next();
207 bufferBuilder.vertex(bb.maxX, bb.minY, bb.minZ).next();
208 bufferBuilder.vertex(bb.maxX, bb.minY, bb.maxZ).next();
210 bufferBuilder.vertex(bb.maxX, bb.minY, bb.maxZ).next();
211 bufferBuilder.vertex(bb.minX, bb.minY, bb.maxZ).next();
213 bufferBuilder.vertex(bb.minX, bb.minY, bb.maxZ).next();
214 bufferBuilder.vertex(bb.minX, bb.minY, bb.minZ).next();
216 bufferBuilder.vertex(bb.minX, bb.minY, bb.minZ).next();
217 bufferBuilder.vertex(bb.minX, bb.maxY, bb.minZ).next();
219 bufferBuilder.vertex(bb.maxX, bb.minY, bb.minZ).next();
220 bufferBuilder.vertex(bb.maxX, bb.maxY, bb.minZ).next();
222 bufferBuilder.vertex(bb.maxX, bb.minY, bb.maxZ).next();
223 bufferBuilder.vertex(bb.maxX, bb.maxY, bb.maxZ).next();
225 bufferBuilder.vertex(bb.minX, bb.minY, bb.maxZ).next();
226 bufferBuilder.vertex(bb.minX, bb.maxY, bb.maxZ).next();
228 bufferBuilder.vertex(bb.minX, bb.maxY, bb.minZ).next();
229 bufferBuilder.vertex(bb.maxX, bb.maxY, bb.minZ).next();
231 bufferBuilder.vertex(bb.maxX, bb.maxY, bb.minZ).next();
232 bufferBuilder.vertex(bb.maxX, bb.maxY, bb.maxZ).next();
234 bufferBuilder.vertex(bb.maxX, bb.maxY, bb.maxZ).next();
235 bufferBuilder.vertex(bb.minX, bb.maxY, bb.maxZ).next();
237 bufferBuilder.vertex(bb.minX, bb.maxY, bb.maxZ).next();
238 bufferBuilder.vertex(bb.minX, bb.maxY, bb.minZ).next();
241 vertexBuffer.upload(bufferBuilder);
244 public static void applyRegionalRenderOffset(MatrixStack matrixStack)
247 int regionX = (((int) Camera.getX()) >> 9) << 9;
248 int regionZ = (((int) Camera.getZ()) >> 9) << 9;
250 matrixStack.translate(regionX - Camera.getX(), -Camera.getY(),
251 regionZ - Camera.getZ());