This commit is contained in:
0x3C50 2022-03-25 23:54:01 +01:00
parent 08e2879b17
commit 28e37479e1
76 changed files with 317 additions and 1199 deletions
src/main/java/net/shadow/client/helper/render

View file

@ -5,11 +5,8 @@
package net.shadow.client.helper.render;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.render.*;
import net.minecraft.client.render.entity.EntityRenderDispatcher;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.entity.LivingEntity;
import net.minecraft.util.math.*;
import net.minecraft.util.shape.VoxelShape;
import net.shadow.client.ShadowMain;
@ -20,21 +17,25 @@ import org.lwjgl.opengl.GL11;
import java.awt.*;
public class Renderer {
public static void setupRender() {
RenderSystem.disableCull();
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
}
public static class R3D {
static final MatrixStack empty = new MatrixStack();
public static void renderCircleOutline(MatrixStack stack, Color c, Vec3d start, double rad, double width, double segments) {
RenderSystem.disableCull();
Camera camera = ShadowMain.client.gameRenderer.getCamera();
Vec3d camPos = camera.getPos();
start = start.subtract(camPos);
stack.push();
stack.translate(start.x, start.y, start.z);
// stack.multiply(new Quaternion(0, (System.currentTimeMillis() % 2000) / 2000f * 360f, 0, true));
segments = MathHelper.clamp(segments, 2, 90);
RenderSystem.setShaderColor(1, 1, 1, 1);
int color = c.getRGB();
Matrix4f matrix = stack.peek().getPositionMatrix();
@ -42,9 +43,9 @@ public class Renderer {
float g = (float) (color >> 16 & 255) / 255.0F;
float h = (float) (color >> 8 & 255) / 255.0F;
float k = (float) (color & 255) / 255.0F;
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR);
for (double r = 0; r < 360; r += (360 / segments)) {
@ -64,7 +65,16 @@ public class Renderer {
stack.pop();
}
public static void renderOutlineIntern(Vec3d start, Vec3d dimensions, MatrixStack stack, BufferBuilder buffer) {
//you can call renderOutlineIntern multiple times to save performance
public static void renderOutline(Vec3d start, Vec3d dimensions, Color color, MatrixStack stack) {
float red = color.getRed() / 255f;
float green = color.getGreen() / 255f;
float blue = color.getBlue() / 255f;
float alpha = color.getAlpha() / 255f;
GL11.glDepthFunc(GL11.GL_ALWAYS);
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
Camera c = ShadowMain.client.gameRenderer.getCamera();
Vec3d camPos = c.getPos();
start = start.subtract(camPos);
@ -77,63 +87,42 @@ public class Renderer {
float y2 = (float) end.y;
float z2 = (float) end.z;
buffer.vertex(matrix, x1, y1, z1).next();
buffer.vertex(matrix, x1, y1, z2).next();
buffer.vertex(matrix, x1, y1, z2).next();
buffer.vertex(matrix, x2, y1, z2).next();
buffer.vertex(matrix, x2, y1, z2).next();
buffer.vertex(matrix, x2, y1, z1).next();
buffer.vertex(matrix, x2, y1, z1).next();
buffer.vertex(matrix, x1, y1, z1).next();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
buffer.vertex(matrix, x1, y1, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y1, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y1, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y1, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y1, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y1, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y1, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y1, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z1).next();
buffer.vertex(matrix, x1, y2, z2).next();
buffer.vertex(matrix, x1, y2, z2).next();
buffer.vertex(matrix, x2, y2, z2).next();
buffer.vertex(matrix, x2, y2, z2).next();
buffer.vertex(matrix, x2, y2, z1).next();
buffer.vertex(matrix, x2, y2, z1).next();
buffer.vertex(matrix, x1, y2, z1).next();
buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y2, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y2, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y1, z1).next();
buffer.vertex(matrix, x1, y2, z1).next();
buffer.vertex(matrix, x1, y1, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y1, z1).next();
buffer.vertex(matrix, x2, y2, z1).next();
buffer.vertex(matrix, x2, y1, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y1, z2).next();
buffer.vertex(matrix, x2, y2, z2).next();
buffer.vertex(matrix, x2, y1, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x2, y2, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y1, z2).next();
buffer.vertex(matrix, x1, y2, z2).next();
}
//you can call renderOutlineIntern multiple times to save performance
public static void renderOutline(Vec3d start, Vec3d dimensions, Color color, MatrixStack stack) {
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
BufferBuilder buffer = renderPrepare(color);
renderOutlineIntern(start, dimensions, stack, buffer);
buffer.vertex(matrix, x1, y1, z2).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z2).color(red, green, blue, alpha).next();
buffer.end();
BufferRenderer.draw(buffer);
GL11.glDepthFunc(GL11.GL_LEQUAL);
RenderSystem.disableBlend();
}
public static BufferBuilder renderPrepare(Color color) {
float red = color.getRed() / 255f;
float green = color.getGreen() / 255f;
float blue = color.getBlue() / 255f;
float alpha = color.getAlpha() / 255f;
RenderSystem.setShader(GameRenderer::getPositionShader);
GL11.glDepthFunc(GL11.GL_ALWAYS);
RenderSystem.setShaderColor(red, green, blue, alpha);
//RenderSystem.lineWidth(2f);
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION);
return buffer;
}
public static void renderFilled(Vec3d start, Vec3d dimensions, Color color, MatrixStack stack) {
@ -162,12 +151,10 @@ public class Renderer {
float y2 = (float) end.y;
float z2 = (float) end.z;
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
GL11.glDepthFunc(GLMODE);
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableCull();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
buffer.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR);
buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x1, y2, z2).color(red, green, blue, alpha).next();
@ -203,8 +190,6 @@ public class Renderer {
BufferRenderer.draw(buffer);
GL11.glDepthFunc(GL11.GL_LEQUAL);
RenderSystem.disableBlend();
RenderSystem.enableCull();
}
public static void renderShape(Vec3d start, VoxelShape shape, MatrixStack matrices, Color color) {
@ -220,11 +205,10 @@ public class Renderer {
float y1 = (float) start.y;
float z1 = (float) start.z;
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
GL11.glDepthFunc(GL11.GL_ALWAYS);
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
shape.forEachEdge((minX, minY, minZ, maxX, maxY, maxZ) -> {
@ -236,7 +220,6 @@ public class Renderer {
BufferRenderer.draw(buffer);
GL11.glDepthFunc(GL11.GL_LEQUAL);
RenderSystem.disableBlend();
}
public static void renderLine(Vec3d start, Vec3d end, Color color, MatrixStack matrices) {
@ -256,11 +239,10 @@ public class Renderer {
float y2 = (float) end.y;
float z2 = (float) end.z;
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
GL11.glDepthFunc(GL11.GL_ALWAYS);
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
buffer.vertex(matrix, x1, y1, z1).color(red, green, blue, alpha).next();
@ -270,7 +252,6 @@ public class Renderer {
BufferRenderer.draw(buffer);
GL11.glDepthFunc(GL11.GL_LEQUAL);
RenderSystem.disableBlend();
}
public static Vec3d getCrosshairVector() {
@ -309,7 +290,6 @@ public class Renderer {
*/
public static Vec2f renderTooltip(MatrixStack stack, double arrowX, double arrowY, double width, double height, Color color, boolean renderUpsideDown) {
double centerX = ShadowMain.client.getWindow().getScaledWidth() / 2d;
double centerY = ShadowMain.client.getWindow().getScaledHeight() / 2d;
/*
left:
* /\
@ -345,11 +325,8 @@ public class Renderer {
double roundStartY = renderUpsideDown ? arrowY - arrowDimY - height : arrowY + arrowDimY;
Matrix4f mat = stack.peek().getPositionMatrix();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
RenderSystem.disableCull();
renderRoundedQuadInternal(mat, color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f, roundStartX, roundStartY, roundStartX + width, roundStartY + height, 5, 20);
// RenderSystem.setShader(GameRenderer::getPositionColorShader);
Tessellator t = Tessellator.getInstance();
@ -370,22 +347,9 @@ public class Renderer {
}
t.draw();
RenderSystem.enableTexture();
RenderSystem.disableBlend();
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
return new Vec2f((float) roundStartX, (float) roundStartY);
}
public static void doInitAnimationTransform(MatrixStack stack, double progress, double width, double height) {
double originX = width / 2d;
double originY = height / 2d;
double translateX = originX * (1 - progress);
double translateY = originY * (1 - progress);
stack.translate(translateX, translateY, 0);
stack.scale((float) progress, (float) progress, 1);
}
public static void beginScissor(double x, double y, double endX, double endY) {
double width = endX - x;
double height = endY - y;
@ -408,24 +372,17 @@ public class Renderer {
.getPositionMatrix(), x0, x1, y0, y1, z, (u + 0.0F) / (float) textureWidth, (u + (float) regionWidth) / (float) textureWidth, (v + 0.0F) / (float) textureHeight, (v + (float) regionHeight) / (float) textureHeight);
}
public static void renderLoadingSpinner(MatrixStack stack, Color c, double x, double y, double rad, double segments) {
renderLoadingSpinner(stack, c, x, y, rad, 1, segments);
}
public static void renderLoadingSpinner(MatrixStack stack, float alpha, double x, double y, double rad, double width, double segments) {
stack.push();
stack.translate(x, y, 0);
float rot = (System.currentTimeMillis() % 2000) / 2000f;
stack.multiply(new Quaternion(0, 0, rot * 360f, true));
segments = MathHelper.clamp(segments, 2, 90);
RenderSystem.setShaderColor(1, 1, 1, 1);
Matrix4f matrix = stack.peek().getPositionMatrix();
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR);
for (double r = 0; r < 90; r += (90 / segments)) {
@ -447,44 +404,6 @@ public class Renderer {
}
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
stack.pop();
}
public static void renderLoadingSpinner(MatrixStack stack, Color c, double x, double y, double rad, double width, double segments) {
stack.push();
stack.translate(x, y, 0);
stack.multiply(new Quaternion(0, 0, (System.currentTimeMillis() % 2000) / 2000f * 360f, true));
segments = MathHelper.clamp(segments, 2, 90);
RenderSystem.setShaderColor(1, 1, 1, 1);
int color = c.getRGB();
Matrix4f matrix = stack.peek().getPositionMatrix();
float f = (float) (color >> 24 & 255) / 255.0F;
float g = (float) (color >> 16 & 255) / 255.0F;
float h = (float) (color >> 8 & 255) / 255.0F;
float k = (float) (color & 255) / 255.0F;
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR);
for (double r = 0; r < 90; r += (90 / segments)) {
double rad1 = Math.toRadians(r);
double sin = Math.sin(rad1);
double cos = Math.cos(rad1);
double offX = sin * rad;
double offY = cos * rad;
bufferBuilder.vertex(matrix, (float) offX, (float) offY, 0).color(g, h, k, f).next();
bufferBuilder.vertex(matrix, (float) (offX + sin * width), (float) (offY + cos * width), 0).color(g, h, k, f).next();
}
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
stack.pop();
}
@ -502,7 +421,6 @@ public class Renderer {
public static void renderCircle(MatrixStack matrices, Color c, double originX, double originY, double rad, int segments) {
segments = MathHelper.clamp(segments, 4, 360);
RenderSystem.setShaderColor(1, 1, 1, 1);
int color = c.getRGB();
Matrix4f matrix = matrices.peek().getPositionMatrix();
@ -511,9 +429,7 @@ public class Renderer {
float h = (float) (color >> 8 & 255) / 255.0F;
float k = (float) (color & 255) / 255.0F;
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_FAN, VertexFormats.POSITION_COLOR);
for (int i = 0; i < 360; i += (360 / segments)) {
@ -524,54 +440,6 @@ public class Renderer {
}
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
}
public static void renderEntity(double x, double y, double size, float mouseX, float mouseY, LivingEntity entity, MatrixStack stack) {
float f = (float) Math.atan(mouseX / 40.0F);
float g = (float) Math.atan(mouseY / 40.0F);
MatrixStack matrixStack = RenderSystem.getModelViewStack();
matrixStack.push();
matrixStack.translate(x, y, 1050.0D);
matrixStack.scale(1.0F, 1.0F, -1.0F);
RenderSystem.applyModelViewMatrix();
stack.push();
stack.translate(0.0D, 0.0D, 1000.0D);
stack.scale((float) size, (float) size, (float) size);
Quaternion quaternion = Vec3f.POSITIVE_Z.getDegreesQuaternion(180.0F);
Quaternion quaternion2 = Vec3f.POSITIVE_X.getDegreesQuaternion(g * 20.0F);
quaternion.hamiltonProduct(quaternion2);
stack.multiply(quaternion);
float h = entity.bodyYaw;
float i = entity.getYaw();
float j = entity.getPitch();
float k = entity.prevHeadYaw;
float l = entity.headYaw;
entity.bodyYaw = 180.0F + f * 20.0F;
entity.setYaw(180.0F + f * 40.0F);
entity.setPitch(-g * 20.0F);
entity.headYaw = entity.getYaw();
entity.prevHeadYaw = entity.getYaw();
DiffuseLighting.method_34742();
EntityRenderDispatcher entityRenderDispatcher = MinecraftClient.getInstance().getEntityRenderDispatcher();
quaternion2.conjugate();
entityRenderDispatcher.setRotation(quaternion2);
entityRenderDispatcher.setRenderShadows(false);
VertexConsumerProvider.Immediate immediate = MinecraftClient.getInstance().getBufferBuilders().getEntityVertexConsumers();
//noinspection deprecation
RenderSystem.runAsFancy(() -> entityRenderDispatcher.render(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, stack, immediate, 15728880)); //bad coder
immediate.draw();
entityRenderDispatcher.setRenderShadows(true);
entity.bodyYaw = h;
entity.setYaw(i);
entity.setPitch(j);
entity.prevHeadYaw = k;
entity.headYaw = l;
matrixStack.pop();
stack.pop();
RenderSystem.applyModelViewMatrix();
DiffuseLighting.enableGuiDepthLighting();
}
public static boolean isOnScreen(Vec3d pos) {
@ -597,32 +465,7 @@ public class Renderer {
.getScaleFactor(), screenCoords.z);
}
public static void renderGradientLine(Color start, Color end, double x, double y, double x1, double y1) {
float g = start.getRed() / 255f;
float h = start.getGreen() / 255f;
float k = start.getBlue() / 255f;
float f = start.getAlpha() / 255f;
float g1 = end.getRed() / 255f;
float h1 = end.getGreen() / 255f;
float k1 = end.getBlue() / 255f;
float f1 = end.getAlpha() / 255f;
Matrix4f m = R3D.getEmptyMatrixStack().peek().getPositionMatrix();
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
//// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
bufferBuilder.vertex(m, (float) x, (float) y, 0f).color(g, h, k, f).next();
bufferBuilder.vertex(m, (float) x1, (float) y1, 0f).color(g1, h1, k1, f1).next();
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
}
public static void renderQuad(MatrixStack matrices, Color c, double x1, double y1, double x2, double y2) {
RenderSystem.setShaderColor(1, 1, 1, 1);
int color = c.getRGB();
double j;
if (x1 < x2) {
@ -642,9 +485,7 @@ public class Renderer {
float h = (float) (color >> 8 & 255) / 255.0F;
float k = (float) (color & 255) / 255.0F;
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
//// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR);
bufferBuilder.vertex(matrix, (float) x1, (float) y2, 0.0F).color(g, h, k, f).next();
@ -653,8 +494,6 @@ public class Renderer {
bufferBuilder.vertex(matrix, (float) x1, (float) y1, 0.0F).color(g, h, k, f).next();
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
}
public static void renderQuadGradient(MatrixStack matrices, Color c2, Color c1, double x1, double y1, double x2, double y2) {
@ -682,9 +521,7 @@ public class Renderer {
}
Matrix4f matrix = matrices.peek().getPositionMatrix();
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR);
@ -694,15 +531,9 @@ public class Renderer {
bufferBuilder.vertex(matrix, (float) x2, (float) y1, 0.0F).color(r2, g2, b2, a2).next();
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
}
public static void renderQuad(Color c, double x1, double y1, double x2, double y2) {
renderQuad(R3D.getEmptyMatrixStack(), c, x1, y1, x2, y2);
}
public static void renderRoundedQuadInternal(Matrix4f matrix, float cr, float cg, float cb, float ca, double fromX, double fromY, double toX, double toY, double rad, double samples) {
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_FAN, VertexFormats.POSITION_COLOR);
@ -734,15 +565,10 @@ public class Renderer {
float g = (float) (color >> 16 & 255) / 255.0F;
float h = (float) (color >> 8 & 255) / 255.0F;
float k = (float) (color & 255) / 255.0F;
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
renderRoundedQuadInternal(matrix, g, h, k, f, fromX, fromY, toX, toY, rad, samples);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
}
public static void renderLine(MatrixStack stack, Color c, double x, double y, double x1, double y1) {
@ -752,17 +578,13 @@ public class Renderer {
float f = c.getAlpha() / 255f;
Matrix4f m = stack.peek().getPositionMatrix();
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
// RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
RenderSystem.disableTexture();
setupRender();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
bufferBuilder.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
bufferBuilder.vertex(m, (float) x, (float) y, 0f).color(g, h, k, f).next();
bufferBuilder.vertex(m, (float) x1, (float) y1, 0f).color(g, h, k, f).next();
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderSystem.enableTexture();
RenderSystem.disableBlend();
}
}