seppuku/src/main/java/me/rigamortis/seppuku/api/util/RenderUtil.java

562 lines
28 KiB
Java

package me.rigamortis.seppuku.api.util;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.math.AxisAlignedBB;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL32;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import static org.lwjgl.opengl.GL11.*;
/**
* Author Seth
* 4/16/2019 @ 3:28 AM.
*/
public final class RenderUtil {
private static final IntBuffer VIEWPORT = GLAllocation.createDirectIntBuffer(16);
private static final FloatBuffer MODELVIEW = GLAllocation.createDirectFloatBuffer(16);
private static final FloatBuffer PROJECTION = GLAllocation.createDirectFloatBuffer(16);
public static void updateModelViewProjectionMatrix() {
glGetFloat(GL_MODELVIEW_MATRIX, MODELVIEW);
glGetFloat(GL_PROJECTION_MATRIX, PROJECTION);
glGetInteger(GL_VIEWPORT, VIEWPORT);
final ScaledResolution res = new ScaledResolution(Minecraft.getMinecraft());
GLUProjection.getInstance().updateMatrices(VIEWPORT, MODELVIEW, PROJECTION, (float) res.getScaledWidth() / (float) Minecraft.getMinecraft().displayWidth, (float) res.getScaledHeight() / (float) Minecraft.getMinecraft().displayHeight);
}
public static void drawRect(float x, float y, float w, float h, int color) {
float alpha = (float) (color >> 24 & 255) / 255.0F;
float red = (float) (color >> 16 & 255) / 255.0F;
float green = (float) (color >> 8 & 255) / 255.0F;
float blue = (float) (color & 255) / 255.0F;
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1, 0);
bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(x, h, 0.0D).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(w, h, 0.0D).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(w, y, 0.0D).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(x, y, 0.0D).color(red, green, blue, alpha).endVertex();
tessellator.draw();
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
public static void drawGradientRect(float left, float top, float right, float bottom, int startColor, int endColor) {
float f = (float) (startColor >> 24 & 255) / 255.0F;
float f1 = (float) (startColor >> 16 & 255) / 255.0F;
float f2 = (float) (startColor >> 8 & 255) / 255.0F;
float f3 = (float) (startColor & 255) / 255.0F;
float f4 = (float) (endColor >> 24 & 255) / 255.0F;
float f5 = (float) (endColor >> 16 & 255) / 255.0F;
float f6 = (float) (endColor >> 8 & 255) / 255.0F;
float f7 = (float) (endColor & 255) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.shadeModel(7425);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(right, top, 0).color(f1, f2, f3, f).endVertex();
bufferbuilder.pos(left, top, 0).color(f1, f2, f3, f).endVertex();
bufferbuilder.pos(left, bottom, 0).color(f5, f6, f7, f4).endVertex();
bufferbuilder.pos(right, bottom, 0).color(f5, f6, f7, f4).endVertex();
tessellator.draw();
GlStateManager.shadeModel(7424);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
public static void drawSideGradientRect(float left, float top, float right, float bottom, int startColor, int endColor) {
float f = (float) (startColor >> 24 & 255) / 255.0F;
float f1 = (float) (startColor >> 16 & 255) / 255.0F;
float f2 = (float) (startColor >> 8 & 255) / 255.0F;
float f3 = (float) (startColor & 255) / 255.0F;
float f4 = (float) (endColor >> 24 & 255) / 255.0F;
float f5 = (float) (endColor >> 16 & 255) / 255.0F;
float f6 = (float) (endColor >> 8 & 255) / 255.0F;
float f7 = (float) (endColor & 255) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.shadeModel(7425);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(right, top, 0).color(f1, f2, f3, f).endVertex();
bufferbuilder.pos(left, top, 0).color(f4, f5, f6, f4).endVertex();
bufferbuilder.pos(left, bottom, 0).color(f4, f5, f6, f4).endVertex();
bufferbuilder.pos(right, bottom, 0).color(f1, f2, f3, f).endVertex();
tessellator.draw();
GlStateManager.shadeModel(7424);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
public static void drawTriangle(float x, float y, float size, float theta, int color) {
GL11.glTranslated(x, y, 0);
GL11.glRotatef(180 + theta, 0F, 0F, 1.0F);
float alpha = (float) (color >> 24 & 255) / 255.0F;
float red = (float) (color >> 16 & 255) / 255.0F;
float green = (float) (color >> 8 & 255) / 255.0F;
float blue = (float) (color & 255) / 255.0F;
GL11.glColor4f(red, green, blue, alpha);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL11.glLineWidth(1);
GL11.glBegin(GL11.GL_TRIANGLE_FAN);
GL11.glVertex2d(0, (1.0F * size));
GL11.glVertex2d((1 * size), -(1.0F * size));
GL11.glVertex2d(-(1 * size), -(1.0F * size));
GL11.glEnd();
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glRotatef(-180 - theta, 0F, 0F, 1.0F);
GL11.glTranslated(-x, -y, 0);
}
public static void drawOutlineRect(float x, float y, float w, float h, float lineWidth, int c) {
drawRect(x, y, x - lineWidth, h, c);
drawRect(w + lineWidth, y, w, h, c);
drawRect(x, y, w, y - lineWidth, c);
drawRect(x, h + lineWidth, w, h, c);
}
public static void drawBorderedRect(float x, float y, float x1, float y1, float lineWidth, int insideColor, int borderColor) {
drawRect(x + lineWidth, y + lineWidth, x1 - lineWidth, y1 - lineWidth, insideColor);
drawRect(x + lineWidth, y, x1 - lineWidth, y + lineWidth, borderColor);
drawRect(x, y, x + lineWidth, y1, borderColor);
drawRect(x1 - lineWidth, y, x1, y1, borderColor);
drawRect(x + lineWidth, y1 - lineWidth, x1 - lineWidth, y1, borderColor);
}
public static void drawBorderedRectBlurred(float x, float y, float x1, float y1, float lineWidth, int insideColor, int borderColor) {
drawRect(x, y, x1, y1, insideColor);
GlStateManager.enableBlend();
GlStateManager.disableTexture2D();
GlStateManager.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL11.glLineWidth(lineWidth);
glColor(borderColor);
GL11.glBegin(3);
GL11.glVertex2f(x, y);
GL11.glVertex2f(x, y1);
GL11.glVertex2f(x1, y1);
GL11.glVertex2f(x1, y);
GL11.glVertex2f(x, y);
GL11.glEnd();
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
public static void drawLine(float x, float y, float x1, float y1, float thickness, int hex) {
float red = (hex >> 16 & 0xFF) / 255.0F;
float green = (hex >> 8 & 0xFF) / 255.0F;
float blue = (hex & 0xFF) / 255.0F;
float alpha = (hex >> 24 & 0xFF) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL_SMOOTH);
glLineWidth(thickness);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(x, y, 0).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(x1, y1, 0).color(red, green, blue, alpha).endVertex();
tessellator.draw();
GlStateManager.shadeModel(GL_FLAT);
glDisable(GL_LINE_SMOOTH);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
public static void drawThinLine(float x, float y, float x1, float y1, int hex) {
float red = (hex >> 16 & 0xFF) / 255.0F;
float green = (hex >> 8 & 0xFF) / 255.0F;
float blue = (hex & 0xFF) / 255.0F;
float alpha = (hex >> 24 & 0xFF) / 255.0F;
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL_SMOOTH);
glLineWidth(1);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(x, y, 0).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(x1, y1, 0).color(red, green, blue, alpha).endVertex();
tessellator.draw();
GlStateManager.shadeModel(GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
}
public static void drawLine3D(double x, double y, double z, double x1, double y1, double z1, float thickness, int hex) {
float red = (hex >> 16 & 0xFF) / 255.0F;
float green = (hex >> 8 & 0xFF) / 255.0F;
float blue = (hex & 0xFF) / 255.0F;
float alpha = (hex >> 24 & 0xFF) / 255.0F;
glLineWidth(thickness);
glEnable(GL32.GL_DEPTH_CLAMP);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_LINES, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(x, y, z).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(x1, y1, z1).color(red, green, blue, alpha).endVertex();
tessellator.draw();
glDisable(GL32.GL_DEPTH_CLAMP);
}
public static void drawBoundingBox(AxisAlignedBB bb, float width, float red, float green, float blue, float alpha) {
glLineWidth(width);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, 0.0F).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, 0.0F).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, 0.0F).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, 0.0F).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, 0.0F).endVertex();
tessellator.draw();
}
public static void drawBoundingBox(AxisAlignedBB bb, float width) {
glLineWidth(width);
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).endVertex();
tessellator.draw();
}
public static void drawBoundingBox(AxisAlignedBB bb, float width, int color) {
final float alpha = (color >> 24 & 0xFF) / 255.0F;
final float red = (color >> 16 & 0xFF) / 255.0F;
final float green = (color >> 8 & 0xFF) / 255.0F;
final float blue = (color & 0xFF) / 255.0F;
drawBoundingBox(bb, width, red, green, blue, alpha);
}
public static void drawFilledBox(double x, double y, double z, AxisAlignedBB bb, int color) {
GL11.glPushMatrix();
GL11.glTranslated(x, y, z);
drawFilledBox(bb, color);
GL11.glPopMatrix();
}
public static void drawBoundingBox(double x, double y, double z, AxisAlignedBB bb, float width, int color) {
GL11.glPushMatrix();
GL11.glTranslated(x, y, z);
drawBoundingBox(bb, width, color);
GL11.glPopMatrix();
}
public static void drawCrosses(double x, double y, double z, AxisAlignedBB bb, float width, int color) {
GL11.glPushMatrix();
GL11.glTranslated(x, y, z);
drawCrosses(bb, width, color);
GL11.glPopMatrix();
}
public static void drawPlane(double x, double y, double z, AxisAlignedBB bb, float width, int color) {
GL11.glPushMatrix();
GL11.glTranslated(x, y, z);
drawPlane(bb, width, color);
GL11.glPopMatrix();
}
public static void drawPlane(AxisAlignedBB axisalignedbb, float width, int color) {
GlStateManager.glLineWidth(width);
drawPlane(axisalignedbb, color);
}
public static void drawPlane(AxisAlignedBB boundingBox, int color) {
float alpha = (color >> 24 & 0xFF) / 255.0F;
float red = (color >> 16 & 0xFF) / 255.0F;
float green = (color >> 8 & 0xFF) / 255.0F;
float blue = (color & 0xFF) / 255.0F;
double minX = boundingBox.minX;
double minY = boundingBox.minY;
double minZ = boundingBox.minZ;
double maxX = boundingBox.maxX;
double maxY = boundingBox.maxY;
double maxZ = boundingBox.maxZ;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(minX, minY, minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(maxX, minY, maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(minX, minY, maxZ).color(red, green, blue, 0).endVertex();
bufferbuilder.pos(maxZ, minY, minZ).color(red, green, blue, alpha).endVertex();
tessellator.draw();
}
public static void drawFilledBox(AxisAlignedBB bb, int color) {
final float alpha = (color >> 24 & 0xFF) / 255.0F;
final float red = (color >> 16 & 0xFF) / 255.0F;
final float green = (color >> 8 & 0xFF) / 255.0F;
final float blue = (color & 0xFF) / 255.0F;
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
tessellator.draw();
}
public static void drawFilledBox(AxisAlignedBB bb) {
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION);
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).endVertex();
bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).endVertex();
bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).endVertex();
tessellator.draw();
}
public static void drawCrosses(AxisAlignedBB bb, float width, int color) {
GlStateManager.glLineWidth(width);
glColor(color);
GL11.glBegin(GL_LINES);
GL11.glVertex3d(bb.maxX, bb.maxY, bb.maxZ);
GL11.glVertex3d(bb.maxX, bb.minY, bb.minZ);
GL11.glVertex3d(bb.maxX, bb.maxY, bb.minZ);
GL11.glVertex3d(bb.minX, bb.maxY, bb.maxZ);
GL11.glVertex3d(bb.minX, bb.maxY, bb.minZ);
GL11.glVertex3d(bb.maxX, bb.minY, bb.minZ);
GL11.glVertex3d(bb.minX, bb.minY, bb.maxZ);
GL11.glVertex3d(bb.maxX, bb.maxY, bb.maxZ);
GL11.glVertex3d(bb.minX, bb.minY, bb.maxZ);
GL11.glVertex3d(bb.minX, bb.maxY, bb.minZ);
GL11.glVertex3d(bb.minX, bb.minY, bb.minZ);
GL11.glVertex3d(bb.maxX, bb.minY, bb.maxZ);
GL11.glEnd();
}
public static void glScissor(float x, float y, float x1, float y1, final ScaledResolution sr) {
GL11.glScissor((int) (x * sr.getScaleFactor()), (int) (Minecraft.getMinecraft().displayHeight - (y1 * sr.getScaleFactor())), (int) ((x1 - x) * sr.getScaleFactor()), (int) ((y1 - y) * sr.getScaleFactor()));
}
public static void glBillboard(float x, float y, float z) {
float scale = 0.016666668f * 1.6f;
GlStateManager.translate(x - Minecraft.getMinecraft().getRenderManager().renderPosX, y - Minecraft.getMinecraft().getRenderManager().renderPosY, z - Minecraft.getMinecraft().getRenderManager().renderPosZ);
GlStateManager.glNormal3f(0.0f, 1.0f, 0.0f);
GlStateManager.rotate(-Minecraft.getMinecraft().player.rotationYaw, 0.0f, 1.0f, 0.0f);
GlStateManager.rotate(Minecraft.getMinecraft().player.rotationPitch, Minecraft.getMinecraft().gameSettings.thirdPersonView == 2 ? -1.0f : 1.0f, 0.0f, 0.0f);
GlStateManager.scale(-scale, -scale, scale);
}
public static void glBillboardDistanceScaled(float x, float y, float z, EntityPlayer player, float scale) {
glBillboard(x, y, z);
int distance = (int) player.getDistance(x, y, z);
float scaleDistance = (distance / 2.0f) / (2.0f + (2.0f - scale));
if (scaleDistance < 1f)
scaleDistance = 1;
GlStateManager.scale(scaleDistance, scaleDistance, scaleDistance);
}
public static void drawTexture(float x, float y, float textureX, float textureY, float width, float height) {
float f = 0.00390625F;
float f1 = 0.00390625F;
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_TEX);
bufferbuilder.pos(x, (y + height), 0.0D).tex((textureX * f), ((textureY + height) * f1)).endVertex();
bufferbuilder.pos((x + width), (y + height), 0.0D).tex(((textureX + width) * f), ((textureY + height) * f1)).endVertex();
bufferbuilder.pos((x + width), y, 0.0D).tex(((textureX + width) * f), (textureY * f1)).endVertex();
bufferbuilder.pos(x, y, 0.0D).tex((textureX * f), (textureY * f1)).endVertex();
tessellator.draw();
}
public static void drawTexture(float x, float y, float width, float height, float u, float v, float t, float s) {
final Tessellator tessellator = Tessellator.getInstance();
final BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL_TRIANGLES, DefaultVertexFormats.POSITION_TEX);
bufferbuilder.pos(x + width, y, 0F).tex(t, v).endVertex();
bufferbuilder.pos(x, y, 0F).tex(u, v).endVertex();
bufferbuilder.pos(x, y + height, 0F).tex(u, s).endVertex();
bufferbuilder.pos(x, y + height, 0F).tex(u, s).endVertex();
bufferbuilder.pos(x + width, y + height, 0F).tex(t, s).endVertex();
bufferbuilder.pos(x + width, y, 0F).tex(t, v).endVertex();
tessellator.draw();
}
public static void glColor(int hex) {
float alpha = (hex >> 24 & 0xFF) / 255.0F;
float red = (hex >> 16 & 0xFF) / 255.0F;
float green = (hex >> 8 & 0xFF) / 255.0F;
float blue = (hex & 0xFF) / 255.0F;
GL11.glColor4f(red, green, blue, alpha);
}
public static void glColor(int redRGB, int greenRGB, int blueRGB, int alphaRGB) {
float red = 0.003921569F * redRGB;
float green = 0.003921569F * greenRGB;
float blue = 0.003921569F * blueRGB;
float alpha = 0.003921569F * alphaRGB;
GL11.glColor4f(red, green, blue, alpha);
}
public static void begin2D() {
GlStateManager.enableBlend();
GlStateManager.enableAlpha();
GlStateManager.disableTexture2D();
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1, 0);
}
public static void end2D() {
GlStateManager.enableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
}
public static void begin3D() {
GlStateManager.disableAlpha();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.disableTexture2D();
GlStateManager.disableDepth();
//GlStateManager.disableLighting();
GL11.glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
}
public static void end3D() {
GL11.glDisable(GL_LINE_SMOOTH);
//GlStateManager.enableLighting();
GlStateManager.enableDepth();
GlStateManager.enableTexture2D();
GlStateManager.enableBlend();
GlStateManager.enableAlpha();
}
}