/* * Copyright (c) Shadow client, 0x150, Saturn5VFive 2022. All rights reserved. */ package net.shadow.client.helper.render; import com.mojang.blaze3d.systems.RenderSystem; import net.minecraft.client.render.BufferBuilder; import net.minecraft.client.render.BufferRenderer; import net.minecraft.client.render.Camera; 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.MathHelper; import net.minecraft.util.math.Matrix4f; import net.minecraft.util.math.Quaternion; import net.minecraft.util.math.Vec2f; import net.minecraft.util.math.Vec3d; import net.minecraft.util.math.Vector4f; import net.minecraft.util.shape.VoxelShape; import net.shadow.client.ShadowMain; import net.shadow.client.helper.math.Matrix4x4; import net.shadow.client.helper.math.Vector3D; import org.lwjgl.opengl.GL11; import java.awt.Color; import java.util.ArrayList; import java.util.List; public class Renderer { public static void setupRender() { RenderSystem.disableCull(); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.setShaderColor(1f, 1f, 1f, 1f); } public static void endRender() { RenderSystem.enableCull(); RenderSystem.disableBlend(); } public static class R3D { static final MatrixStack empty = new MatrixStack(); static List<FadingBlock> fades = new ArrayList<>(); public static void renderFadingBlock(Color outlineColor, Color fillColor, Vec3d start, Vec3d dimensions, long lifeTimeMs) { FadingBlock fb = new FadingBlock(outlineColor, fillColor, start, dimensions, System.currentTimeMillis(), lifeTimeMs); // concurrentmodexception fuckaround ArrayList<FadingBlock> clone = new ArrayList<>(fades); clone.removeIf(fadingBlock -> fadingBlock.start.equals(start) && fadingBlock.dimensions.equals(dimensions)); clone.add(fb); fades = clone; } public static void renderFadingBlocks(MatrixStack stack) { // concurrentmodexception fuckaround, locks didnt work for some fucking reason ArrayList<FadingBlock> clone = new ArrayList<>(fades); clone.removeIf(FadingBlock::isDead); for (FadingBlock fade : clone) { if (fade == null) continue; long lifetimeLeft = fade.getLifeTimeLeft(); double progress = lifetimeLeft / (double) fade.lifeTime; double ip = 1 - progress; stack.push(); Color out = Util.modify(fade.outline, -1, -1, -1, (int) (fade.outline.getAlpha() * progress)); Color fill = Util.modify(fade.fill, -1, -1, -1, (int) (fade.fill.getAlpha() * progress)); Renderer.R3D.renderEdged(stack, fade.start.add(new Vec3d(0.2, 0.2, 0.2).multiply(ip)), fade.dimensions.subtract(new Vec3d(.4, .4, .4).multiply(ip)), fill, out); stack.pop(); } fades = clone; } public static void renderCircleOutline(MatrixStack stack, Color c, Vec3d start, double rad, double width, double segments) { Camera camera = ShadowMain.client.gameRenderer.getCamera(); Vec3d camPos = camera.getPos(); Vec3d start1 = start.subtract(camPos); stack.push(); stack.translate(start1.x, start1.y, start1.z); double segments1 = MathHelper.clamp(segments, 2, 90); 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(); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR); for (double r = 0; r < 360; r += (360 / segments1)) { 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, 0, (float) offY).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) (offX + sin * width), 0, (float) (offY + cos * width)).color(g, h, k, f).next(); } bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); RenderSystem.enableTexture(); RenderSystem.disableBlend(); stack.pop(); endRender(); } //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(); Vec3d start1 = start.subtract(camPos); Vec3d end = start1.add(dimensions); Matrix4f matrix = stack.peek().getPositionMatrix(); float x1 = (float) start1.x; float y1 = (float) start1.y; float z1 = (float) start1.z; float x2 = (float) end.x; float y2 = (float) end.y; float z2 = (float) end.z; 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).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).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).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).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x2, y2, z2).color(red, green, blue, alpha).next(); 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); endRender(); } public static void renderFilled(Vec3d start, Vec3d dimensions, Color color, MatrixStack stack) { renderFilled(start, dimensions, color, stack, GL11.GL_ALWAYS); } public static MatrixStack getEmptyMatrixStack() { empty.loadIdentity(); // essentially clear the stack return empty; } public static void renderEdged(MatrixStack stack, Vec3d start, Vec3d dimensions, Color colorFill, Color colorOutline) { float red = colorFill.getRed() / 255f; float green = colorFill.getGreen() / 255f; float blue = colorFill.getBlue() / 255f; float alpha = colorFill.getAlpha() / 255f; float r1 = colorOutline.getRed() / 255f; float g1 = colorOutline.getGreen() / 255f; float b1 = colorOutline.getBlue() / 255f; float a1 = colorOutline.getAlpha() / 255f; Camera c = ShadowMain.client.gameRenderer.getCamera(); Vec3d camPos = c.getPos(); Vec3d start1 = start.subtract(camPos); Vec3d end = start1.add(dimensions); Matrix4f matrix = stack.peek().getPositionMatrix(); float x1 = (float) start1.x; float y1 = (float) start1.y; float z1 = (float) start1.z; float x2 = (float) end.x; float y2 = (float) end.y; float z2 = (float) end.z; BufferBuilder buffer = Tessellator.getInstance().getBuffer(); GL11.glDepthFunc(GL11.GL_ALWAYS); 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(); 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, 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, 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, y1, z2).color(red, green, blue, alpha).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, y2, 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).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).next(); 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, y2, z2).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y1, z1).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x2, y1, z1).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x2, y1, z2).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y1, z2).color(red, green, blue, alpha).next(); buffer.end(); BufferRenderer.draw(buffer); RenderSystem.setShader(GameRenderer::getPositionColorShader); buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR); buffer.vertex(matrix, x1, y1, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y1, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y1, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y1, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y1, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y1, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y1, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y1, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y2, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y2, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y2, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y2, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y2, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y2, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y2, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y2, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y1, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y2, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y1, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y2, z1).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y1, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x2, y2, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y1, z2).color(r1, g1, b1, a1).next(); buffer.vertex(matrix, x1, y2, z2).color(r1, g1, b1, a1).next(); buffer.end(); BufferRenderer.draw(buffer); GL11.glDepthFunc(GL11.GL_LEQUAL); endRender(); } public static void renderFilled(Vec3d start, Vec3d dimensions, Color color, MatrixStack stack, int GLMODE) { float red = color.getRed() / 255f; float green = color.getGreen() / 255f; float blue = color.getBlue() / 255f; float alpha = color.getAlpha() / 255f; Camera c = ShadowMain.client.gameRenderer.getCamera(); Vec3d camPos = c.getPos(); Vec3d start1 = start.subtract(camPos); Vec3d end = start1.add(dimensions); Matrix4f matrix = stack.peek().getPositionMatrix(); float x1 = (float) start1.x; float y1 = (float) start1.y; float z1 = (float) start1.z; float x2 = (float) end.x; float y2 = (float) end.y; float z2 = (float) end.z; BufferBuilder buffer = Tessellator.getInstance().getBuffer(); GL11.glDepthFunc(GLMODE); 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(); 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, 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, 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, y1, z2).color(red, green, blue, alpha).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, y2, 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).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y2, z1).color(red, green, blue, alpha).next(); 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, y2, z2).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y1, z1).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x2, y1, z1).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x2, y1, z2).color(red, green, blue, alpha).next(); buffer.vertex(matrix, x1, y1, z2).color(red, green, blue, alpha).next(); buffer.end(); BufferRenderer.draw(buffer); GL11.glDepthFunc(GL11.GL_LEQUAL); endRender(); } public static void renderShape(Vec3d start, VoxelShape shape, MatrixStack matrices, Color color) { float red = color.getRed() / 255f; float green = color.getGreen() / 255f; float blue = color.getBlue() / 255f; float alpha = color.getAlpha() / 255f; Camera c = ShadowMain.client.gameRenderer.getCamera(); Vec3d camPos = c.getPos(); Vec3d start1 = start.subtract(camPos); Matrix4f matrix = matrices.peek().getPositionMatrix(); float x1 = (float) start1.x; float y1 = (float) start1.y; float z1 = (float) start1.z; BufferBuilder buffer = Tessellator.getInstance().getBuffer(); GL11.glDepthFunc(GL11.GL_ALWAYS); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR); shape.forEachEdge((minX, minY, minZ, maxX, maxY, maxZ) -> { buffer.vertex(matrix, (float) (x1 + minX), (float) (y1 + minY), (float) (z1 + minZ)).color(red, green, blue, alpha).next(); buffer.vertex(matrix, (float) (x1 + maxX), (float) (y1 + maxY), (float) (z1 + maxZ)).color(red, green, blue, alpha).next(); }); buffer.end(); BufferRenderer.draw(buffer); GL11.glDepthFunc(GL11.GL_LEQUAL); endRender(); } public static void renderLine(Vec3d start, Vec3d end, Color color, MatrixStack matrices) { float red = color.getRed() / 255f; float green = color.getGreen() / 255f; float blue = color.getBlue() / 255f; float alpha = color.getAlpha() / 255f; Camera c = ShadowMain.client.gameRenderer.getCamera(); Vec3d camPos = c.getPos(); Vec3d start1 = start.subtract(camPos); Vec3d end1 = end.subtract(camPos); Matrix4f matrix = matrices.peek().getPositionMatrix(); float x1 = (float) start1.x; float y1 = (float) start1.y; float z1 = (float) start1.z; float x2 = (float) end1.x; float y2 = (float) end1.y; float z2 = (float) end1.z; BufferBuilder buffer = Tessellator.getInstance().getBuffer(); GL11.glDepthFunc(GL11.GL_ALWAYS); 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, x2, y2, z2).color(red, green, blue, alpha).next(); buffer.end(); BufferRenderer.draw(buffer); GL11.glDepthFunc(GL11.GL_LEQUAL); endRender(); } public static Vec3d getCrosshairVector() { Camera camera = ShadowMain.client.gameRenderer.getCamera(); float vec = 0.017453292F; float pi = (float) Math.PI; float f1 = MathHelper.cos(-camera.getYaw() * vec - pi); float f2 = MathHelper.sin(-camera.getYaw() * vec - pi); float f3 = -MathHelper.cos(-camera.getPitch() * vec); float f4 = MathHelper.sin(-camera.getPitch() * vec); return new Vec3d(f2 * f3, f4, f1 * f3).add(camera.getPos()); } record FadingBlock(Color outline, Color fill, Vec3d start, Vec3d dimensions, long created, long lifeTime) { long getLifeTimeLeft() { return Math.max(0, (created - System.currentTimeMillis()) + lifeTime); } boolean isDead() { return getLifeTimeLeft() == 0; } } } public static class R2D { public static Vec2f renderTooltip(MatrixStack stack, double arrowX, double arrowY, double width, double height, Color color) { return renderTooltip(stack, arrowX, arrowY, width, height, color, false); } /** * Renders an arrow tooltip * * @param stack The transformation stack * @param arrowX the x position of the arrow * @param arrowY the y position of the arrow * @param width the width of the tooltip * @param height the height of the tooltip * @param color the color of the tooltip * @return the start position (0,0) of the tooltip content, after considering where to place it */ 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; /* left: * /\ * -------------- * | | * | | * -------------- right: * /\ * -------------- * | | * | | * -------------- * */ boolean placeLeft = centerX < arrowX; /* top: * /\ * -------------- * | | * | | * -------------- bottom: * -------------- * | | * | | * -------------- * V * */ double arrowDimX = 10; double arrowDimY = 5; double roundStartX = placeLeft ? arrowX + arrowDimX / 2d + 10 - width : arrowX - arrowDimX / 2d - 10; double roundStartY = renderUpsideDown ? arrowY - arrowDimY - height : arrowY + arrowDimY; Matrix4f mat = stack.peek().getPositionMatrix(); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); 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(); BufferBuilder bb = t.getBuffer(); bb.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR); if (renderUpsideDown) { bb.vertex(mat, (float) arrowX, (float) arrowY - .5f, 0).color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f).next(); bb.vertex(mat, (float) (arrowX - arrowDimX / 2f), (float) (arrowY - arrowDimY - .5), 0) .color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f).next(); bb.vertex(mat, (float) (arrowX + arrowDimX / 2f), (float) (arrowY - arrowDimY - .5), 0) .color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f).next(); } else { bb.vertex(mat, (float) arrowX, (float) arrowY + .5f, 0).color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f).next(); bb.vertex(mat, (float) (arrowX - arrowDimX / 2f), (float) (arrowY + arrowDimY + .5), 0) .color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f).next(); bb.vertex(mat, (float) (arrowX + arrowDimX / 2f), (float) (arrowY + arrowDimY + .5), 0) .color(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f, color.getAlpha() / 255f).next(); } t.draw(); endRender(); return new Vec2f((float) roundStartX, (float) roundStartY); } public static void beginScissor(double x, double y, double endX, double endY) { double width = endX - x; double height = endY - y; width = Math.max(0, width); height = Math.max(0, height); float d = (float) ShadowMain.client.getWindow().getScaleFactor(); int ay = (int) ((ShadowMain.client.getWindow().getScaledHeight() - (y + height)) * d); RenderSystem.enableScissor((int) (x * d), ay, (int) (width * d), (int) (height * d)); } public static void endScissor() { RenderSystem.disableScissor(); } public static void renderTexture(MatrixStack matrices, double x0, double y0, double width, double height, float u, float v, double regionWidth, double regionHeight, double textureWidth, double textureHeight) { double x1 = x0 + width; double y1 = y0 + height; double z = 0; renderTexturedQuad(matrices.peek() .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); } static Vec2f lerp(Vec2f p1, Vec2f p2, float delta) { float x = MathHelper.lerp(delta, p1.x, p2.x); float y = MathHelper.lerp(delta, p1.y, p2.y); return new Vec2f(x, y); } static Vec2f getMultiBezPoint(Vec2f[] vertecies, float delta) { List<Vec2f> verts = new ArrayList<>(List.of(vertecies)); while (verts.size() > 1) { for (int i = 0; i < verts.size() - 1; i++) { Vec2f current = verts.get(i); Vec2f next = verts.get(i + 1); verts.set(i, lerp(current, next, delta)); } verts.remove(verts.size() - 1); } return verts.get(0); } public static void renderRoundedShadowInternal(Matrix4f matrix, float cr, float cg, float cb, float ca, double fromX, double fromY, double toX, double toY, double rad, double samples, double wid) { BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer(); bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR); double toX1 = toX - rad; double toY1 = toY - rad; double fromX1 = fromX + rad; double fromY1 = fromY + rad; double[][] map = new double[][]{new double[]{toX1, toY1}, new double[]{toX1, fromY1}, new double[]{fromX1, fromY1}, new double[]{fromX1, toY1}}; for (int i = 0; i < map.length; i++) { double[] current = map[i]; for (double r = i * 90d; r < (360 / 4d + i * 90d); r += (90 / samples)) { float rad1 = (float) Math.toRadians(r); float sin = (float) (Math.sin(rad1) * rad); float cos = (float) (Math.cos(rad1) * rad); bufferBuilder.vertex(matrix, (float) current[0] + sin, (float) current[1] + cos, 0.0F).color(cr, cg, cb, ca).next(); float sin1 = (float) (sin + Math.sin(rad1) * wid); float cos1 = (float) (cos + Math.cos(rad1) * wid); bufferBuilder.vertex(matrix, (float) current[0] + sin1, (float) current[1] + cos1, 0.0F).color(cr, cg, cb, 0f).next(); } } { double[] current = map[0]; float rad1 = (float) Math.toRadians(0); float sin = (float) (Math.sin(rad1) * rad); float cos = (float) (Math.cos(rad1) * rad); bufferBuilder.vertex(matrix, (float) current[0] + sin, (float) current[1] + cos, 0.0F).color(cr, cg, cb, ca).next(); float sin1 = (float) (sin + Math.sin(rad1) * wid); float cos1 = (float) (cos + Math.cos(rad1) * wid); bufferBuilder.vertex(matrix, (float) current[0] + sin1, (float) current[1] + cos1, 0.0F).color(cr, cg, cb, 0f).next(); } bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); } public static void renderRoundedShadow(MatrixStack matrices, Color innerColor, double fromX, double fromY, double toX, double toY, double rad, double samples, double shadowWidth) { // RenderSystem.defaultBlendFunc(); int color = innerColor.getRGB(); Matrix4f matrix = matrices.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; setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); renderRoundedShadowInternal(matrix, g, h, k, f, fromX, fromY, toX, toY, rad, samples, shadowWidth); endRender(); } public static void renderBezierCurve(MatrixStack stack, Vec2f[] points, float r, float g, float b, float a, float laziness) { if (points.length < 2) return; float minIncr = 0.0001f; float laziness1 = MathHelper.clamp(laziness, minIncr, 1); Vec2f prev = null; for (float d = 0; d <= 1; d += Math.min(laziness1, Math.max(minIncr, 1 - d))) { Vec2f pos = getMultiBezPoint(points, d); if (prev == null) { prev = pos; continue; } renderLine(stack, new Color(r, g, b, a), prev.x, prev.y, pos.x, pos.y); prev = pos; } } 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)); double segments1 = MathHelper.clamp(segments, 2, 90); Matrix4f matrix = stack.peek().getPositionMatrix(); BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer(); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_STRIP, VertexFormats.POSITION_COLOR); for (double r = 0; r < 90; r += (90 / segments1)) { double rad1 = Math.toRadians(r); double sin = Math.sin(rad1); double cos = Math.cos(rad1); double offX = sin * rad; double offY = cos * rad; float prog = (float) r / 360f; prog -= rot; prog %= 1; Color hsb = Color.getHSBColor(prog, .6f, 1f); float g = hsb.getRed() / 255f; float h = hsb.getGreen() / 255f; float k = hsb.getBlue() / 255f; bufferBuilder.vertex(matrix, (float) offX, (float) offY, 0).color(g, h, k, alpha).next(); bufferBuilder.vertex(matrix, (float) (offX + sin * width), (float) (offY + cos * width), 0).color(g, h, k, alpha).next(); } bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); stack.pop(); endRender(); } private static void renderTexturedQuad(Matrix4f matrix, double x0, double x1, double y0, double y1, double z, float u0, float u1, float v0, float v1) { RenderSystem.setShader(GameRenderer::getPositionTexShader); BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer(); bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE); bufferBuilder.vertex(matrix, (float) x0, (float) y1, (float) z).texture(u0, v1).next(); bufferBuilder.vertex(matrix, (float) x1, (float) y1, (float) z).texture(u1, v1).next(); bufferBuilder.vertex(matrix, (float) x1, (float) y0, (float) z).texture(u1, v0).next(); bufferBuilder.vertex(matrix, (float) x0, (float) y0, (float) z).texture(u0, v0).next(); bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); } public static void renderCircle(MatrixStack matrices, Color c, double originX, double originY, double rad, int segments) { int segments1 = MathHelper.clamp(segments, 4, 360); int color = c.getRGB(); Matrix4f matrix = matrices.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(); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); bufferBuilder.begin(VertexFormat.DrawMode.TRIANGLE_FAN, VertexFormats.POSITION_COLOR); for (int i = 0; i < 360; i += Math.min((360 / segments1), 360 - i)) { double radians = Math.toRadians(i); double sin = Math.sin(radians) * rad; double cos = Math.cos(radians) * rad; bufferBuilder.vertex(matrix, (float) (originX + sin), (float) (originY + cos), 0).color(g, h, k, f).next(); } bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); } public static boolean isOnScreen(Vec3d pos) { return pos != null && (pos.z > -1 && pos.z < 1); } public static Vec3d getScreenSpaceCoordinate(Vec3d pos, MatrixStack stack) { Camera camera = ShadowMain.client.getEntityRenderDispatcher().camera; Matrix4f matrix = stack.peek().getPositionMatrix(); double x = pos.x - camera.getPos().x; double y = pos.y - camera.getPos().y; double z = pos.z - camera.getPos().z; Vector4f vector4f = new Vector4f((float) x, (float) y, (float) z, 1.f); vector4f.transform(matrix); int displayHeight = ShadowMain.client.getWindow().getHeight(); Vector3D screenCoords = new Vector3D(); int[] viewport = new int[4]; GL11.glGetIntegerv(GL11.GL_VIEWPORT, viewport); Matrix4x4 matrix4x4Proj = Matrix4x4.copyFromColumnMajor(RenderSystem.getProjectionMatrix());//no more joml :) Matrix4x4 matrix4x4Model = Matrix4x4.copyFromColumnMajor(RenderSystem.getModelViewMatrix());//but I do the math myself now :( (heck math) matrix4x4Proj.mul(matrix4x4Model).project(vector4f.getX(), vector4f.getY(), vector4f.getZ(), viewport, screenCoords); return new Vec3d(screenCoords.x / ShadowMain.client.getWindow().getScaleFactor(), (displayHeight - screenCoords.y) / ShadowMain.client.getWindow() .getScaleFactor(), screenCoords.z); } public static void renderQuad(MatrixStack matrices, Color c, double x1, double y1, double x2, double y2) { double x11 = x1; double x21 = x2; double y11 = y1; double y21 = y2; int color = c.getRGB(); double j; if (x11 < x21) { j = x11; x11 = x21; x21 = j; } if (y11 < y21) { j = y11; y11 = y21; y21 = j; } Matrix4f matrix = matrices.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(); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR); bufferBuilder.vertex(matrix, (float) x11, (float) y21, 0.0F).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) x21, (float) y21, 0.0F).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) x21, (float) y11, 0.0F).color(g, h, k, f).next(); bufferBuilder.vertex(matrix, (float) x11, (float) y11, 0.0F).color(g, h, k, f).next(); bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); endRender(); } public static void renderQuadGradient(MatrixStack matrices, Color c2, Color c1, double x1, double y1, double x2, double y2) { double x11 = x1; double x21 = x2; double y11 = y1; double y21 = y2; float r1 = c1.getRed() / 255f; float g1 = c1.getGreen() / 255f; float b1 = c1.getBlue() / 255f; float a1 = c1.getAlpha() / 255f; float r2 = c2.getRed() / 255f; float g2 = c2.getGreen() / 255f; float b2 = c2.getBlue() / 255f; float a2 = c2.getAlpha() / 255f; double j; if (x11 < x21) { j = x11; x11 = x21; x21 = j; } if (y11 < y21) { j = y11; y11 = y21; y21 = j; } Matrix4f matrix = matrices.peek().getPositionMatrix(); BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer(); setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR); bufferBuilder.vertex(matrix, (float) x11, (float) y11, 0.0F).color(r1, g1, b1, a1).next(); bufferBuilder.vertex(matrix, (float) x11, (float) y21, 0.0F).color(r1, g1, b1, a1).next(); bufferBuilder.vertex(matrix, (float) x21, (float) y21, 0.0F).color(r2, g2, b2, a2).next(); bufferBuilder.vertex(matrix, (float) x21, (float) y11, 0.0F).color(r2, g2, b2, a2).next(); bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); endRender(); } 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); double toX1 = toX - rad; double toY1 = toY - rad; double fromX1 = fromX + rad; double fromY1 = fromY + rad; double[][] map = new double[][]{new double[]{toX1, toY1}, new double[]{toX1, fromY1}, new double[]{fromX1, fromY1}, new double[]{fromX1, toY1}}; for (int i = 0; i < 4; i++) { double[] current = map[i]; for (double r = i * 90d; r < (360 / 4d + i * 90d); r += (90 / samples)) { float rad1 = (float) Math.toRadians(r); float sin = (float) (Math.sin(rad1) * rad); float cos = (float) (Math.cos(rad1) * rad); bufferBuilder.vertex(matrix, (float) current[0] + sin, (float) current[1] + cos, 0.0F).color(cr, cg, cb, ca).next(); } } bufferBuilder.end(); BufferRenderer.draw(bufferBuilder); } public static void renderRoundedQuadWithShadow(MatrixStack matrices, Color c, double fromX, double fromY, double toX, double toY, double rad, double samples) { int color = c.getRGB(); Matrix4f matrix = matrices.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; setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); renderRoundedQuadInternal(matrix, g, h, k, f, fromX, fromY, toX, toY, rad, samples); renderRoundedShadow(matrices, new Color(10, 10, 10, 100), fromX, fromY, toX, toY, rad, samples, 3); endRender(); } public static void renderRoundedQuad(MatrixStack matrices, Color c, double fromX, double fromY, double toX, double toY, double rad, double samples) { int color = c.getRGB(); Matrix4f matrix = matrices.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; setupRender(); RenderSystem.setShader(GameRenderer::getPositionColorShader); renderRoundedQuadInternal(matrix, g, h, k, f, fromX, fromY, toX, toY, rad, samples); endRender(); } public static void renderLine(MatrixStack stack, Color c, double x, double y, double x1, double y1) { float g = c.getRed() / 255f; float h = c.getGreen() / 255f; float k = c.getBlue() / 255f; float f = c.getAlpha() / 255f; Matrix4f m = stack.peek().getPositionMatrix(); BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer(); 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); endRender(); } } public static class Util { public static int lerp(int o, int i, double p) { return (int) Math.floor(i + (o - i) * MathHelper.clamp(p, 0, 1)); } public static double lerp(double i, double o, double p) { return (i + (o - i) * MathHelper.clamp(p, 0, 1)); } public static Color lerp(Color a, Color b, double c) { return new Color(lerp(a.getRed(), b.getRed(), c), lerp(a.getGreen(), b.getGreen(), c), lerp(a.getBlue(), b.getBlue(), c), lerp(a.getAlpha(), b.getAlpha(), c)); } /** * @param original the original color * @param redOverwrite the new red (or -1 for original) * @param greenOverwrite the new green (or -1 for original) * @param blueOverwrite the new blue (or -1 for original) * @param alphaOverwrite the new alpha (or -1 for original) * @return the modified color */ public static Color modify(Color original, int redOverwrite, int greenOverwrite, int blueOverwrite, int alphaOverwrite) { return new Color(redOverwrite == -1 ? original.getRed() : redOverwrite, greenOverwrite == -1 ? original.getGreen() : greenOverwrite, blueOverwrite == -1 ? original.getBlue() : blueOverwrite, alphaOverwrite == -1 ? original.getAlpha() : alphaOverwrite); } } }