baritone/src/main/java/baritone/utils/PathRenderer.java

272 lines
12 KiB
Java

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.utils;
import baritone.Baritone;
import baritone.pathing.goals.Goal;
import baritone.pathing.goals.GoalComposite;
import baritone.pathing.goals.GoalTwoBlocks;
import baritone.pathing.goals.GoalXZ;
import baritone.pathing.path.IPath;
import baritone.utils.interfaces.IGoalRenderPos;
import net.minecraft.util.math.BlockPos;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.client.renderer.BufferBuilder;
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.init.Blocks;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import java.awt.*;
import java.util.Collection;
import java.util.List;
import static org.lwjgl.opengl.GL11.*;
/**
* @author Brady
* @since 8/9/2018 4:39 PM
*/
public final class PathRenderer implements Helper {
private PathRenderer() {
}
private static final Tessellator TESSELLATOR = Tessellator.getInstance();
private static final BufferBuilder BUFFER = TESSELLATOR.getBuffer();
public static void drawPath(IPath path, int startIndex, EntityPlayerSP player, float partialTicks, Color color, boolean fadeOut, int fadeStart, int fadeEnd) {
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.4F);
GlStateManager.glLineWidth(Baritone.settings().pathRenderLineWidthPixels.get());
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
List<BlockPos> positions = path.positions();
int next;
Tessellator tessellator = Tessellator.getInstance();
fadeStart += startIndex;
fadeEnd += startIndex;
for (int i = startIndex; i < positions.size() - 1; i = next) {
BlockPos start = positions.get(i);
next = i + 1;
BlockPos end = positions.get(next);
BlockPos direction = Utils.diff(start, end);
while (next + 1 < positions.size() && (!fadeOut || next + 1 < fadeStart) && direction.equals(Utils.diff(end, positions.get(next + 1)))) {
next++;
end = positions.get(next);
}
double x1 = start.getX();
double y1 = start.getY();
double z1 = start.getZ();
double x2 = end.getX();
double y2 = end.getY();
double z2 = end.getZ();
if (fadeOut) {
float alpha;
if (i <= fadeStart) {
alpha = 0.4F;
} else {
if (i > fadeEnd) {
break;
}
alpha = 0.4F * (1.0F - (float) (i - fadeStart) / (float) (fadeEnd - fadeStart));
}
GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], alpha);
}
drawLine(player, x1, y1, z1, x2, y2, z2, partialTicks);
tessellator.draw();
}
//GlStateManager.color(0.0f, 0.0f, 0.0f, 0.4f);
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
public static void drawLine(EntityPlayer player, double bp1x, double bp1y, double bp1z, double bp2x, double bp2y, double bp2z, float partialTicks) {
double d0 = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double) partialTicks;
double d1 = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double) partialTicks;
double d2 = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double) partialTicks;
BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
BUFFER.pos(bp1x + 0.5D - d0, bp1y + 0.5D - d1, bp1z + 0.5D - d2).endVertex();
BUFFER.pos(bp2x + 0.5D - d0, bp2y + 0.5D - d1, bp2z + 0.5D - d2).endVertex();
BUFFER.pos(bp2x + 0.5D - d0, bp2y + 0.53D - d1, bp2z + 0.5D - d2).endVertex();
BUFFER.pos(bp1x + 0.5D - d0, bp1y + 0.53D - d1, bp1z + 0.5D - d2).endVertex();
BUFFER.pos(bp1x + 0.5D - d0, bp1y + 0.5D - d1, bp1z + 0.5D - d2).endVertex();
}
public static void drawManySelectionBoxes(EntityPlayer player, Collection<BlockPos> positions, float partialTicks, Color color) {
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.4F);
GlStateManager.glLineWidth(Baritone.settings().pathRenderLineWidthPixels.get());
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
float expand = 0.002F;
//BlockPos blockpos = movingObjectPositionIn.getBlockPos();
double renderPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double) partialTicks;
double renderPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double) partialTicks;
double renderPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double) partialTicks;
positions.forEach(pos -> {
IBlockState state = BlockStateInterface.get(pos);
AxisAlignedBB toDraw;
if (state.getBlock().equals(Blocks.AIR)) {
toDraw = Blocks.DIRT.getDefaultState().getSelectedBoundingBox(Minecraft.getMinecraft().world, pos);
} else {
toDraw = state.getSelectedBoundingBox(Minecraft.getMinecraft().world, pos);
}
toDraw = toDraw.expand(expand, expand, expand).offset(-renderPosX, -renderPosY, -renderPosZ);
BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
BUFFER.pos(toDraw.minX, toDraw.minY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.minY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.minY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.minY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.minY, toDraw.minZ).endVertex();
TESSELLATOR.draw();
BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
BUFFER.pos(toDraw.minX, toDraw.maxY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.maxY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.maxY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.maxY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.maxY, toDraw.minZ).endVertex();
TESSELLATOR.draw();
BUFFER.begin(GL_LINES, DefaultVertexFormats.POSITION);
BUFFER.pos(toDraw.minX, toDraw.minY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.maxY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.minY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.maxY, toDraw.minZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.minY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.maxX, toDraw.maxY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.minY, toDraw.maxZ).endVertex();
BUFFER.pos(toDraw.minX, toDraw.maxY, toDraw.maxZ).endVertex();
TESSELLATOR.draw();
});
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
public static void drawLitDankGoalBox(EntityPlayer player, Goal goal, float partialTicks, Color color) {
double renderPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double) partialTicks;
double renderPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double) partialTicks;
double renderPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double) partialTicks;
double minX;
double maxX;
double minZ;
double maxZ;
double minY;
double maxY;
double y1;
double y2;
if (goal instanceof IGoalRenderPos) {
BlockPos goalPos = ((IGoalRenderPos) goal).getGoalPos();
minX = goalPos.getX() + 0.002 - renderPosX;
maxX = goalPos.getX() + 1 - 0.002 - renderPosX;
minZ = goalPos.getZ() + 0.002 - renderPosZ;
maxZ = goalPos.getZ() + 1 - 0.002 - renderPosZ;
double y = MathHelper.cos((float) (((float) ((System.nanoTime() / 100000L) % 20000L)) / 20000F * Math.PI * 2));
if (goal instanceof GoalTwoBlocks) {
y /= 2;
}
y1 = 1 + y + goalPos.getY() - renderPosY;
y2 = 1 - y + goalPos.getY() - renderPosY;
minY = goalPos.getY() - renderPosY;
maxY = minY + 2;
if (goal instanceof GoalTwoBlocks) {
y1 -= 0.5;
y2 -= 0.5;
maxY--;
}
} else if (goal instanceof GoalXZ) {
GoalXZ goalPos = (GoalXZ) goal;
minX = goalPos.getX() + 0.002 - renderPosX;
maxX = goalPos.getX() + 1 - 0.002 - renderPosX;
minZ = goalPos.getZ() + 0.002 - renderPosZ;
maxZ = goalPos.getZ() + 1 - 0.002 - renderPosZ;
y1 = 0;
y2 = 0;
minY = 0 - renderPosY;
maxY = 256 - renderPosY;
} else if (goal instanceof GoalComposite) {
for (Goal g : ((GoalComposite) goal).goals()) {
drawLitDankGoalBox(player, g, partialTicks, color);
}
return;
} else {
return;
}
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.6F);
GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidthPixels.get());
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
if (y1 != 0) {
BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
BUFFER.pos(minX, y1, minZ).endVertex();
BUFFER.pos(maxX, y1, minZ).endVertex();
BUFFER.pos(maxX, y1, maxZ).endVertex();
BUFFER.pos(minX, y1, maxZ).endVertex();
BUFFER.pos(minX, y1, minZ).endVertex();
TESSELLATOR.draw();
}
if (y2 != 0) {
BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
BUFFER.pos(minX, y2, minZ).endVertex();
BUFFER.pos(maxX, y2, minZ).endVertex();
BUFFER.pos(maxX, y2, maxZ).endVertex();
BUFFER.pos(minX, y2, maxZ).endVertex();
BUFFER.pos(minX, y2, minZ).endVertex();
TESSELLATOR.draw();
}
BUFFER.begin(GL_LINES, DefaultVertexFormats.POSITION);
BUFFER.pos(minX, minY, minZ).endVertex();
BUFFER.pos(minX, maxY, minZ).endVertex();
BUFFER.pos(maxX, minY, minZ).endVertex();
BUFFER.pos(maxX, maxY, minZ).endVertex();
BUFFER.pos(maxX, minY, maxZ).endVertex();
BUFFER.pos(maxX, maxY, maxZ).endVertex();
BUFFER.pos(minX, minY, maxZ).endVertex();
BUFFER.pos(minX, maxY, maxZ).endVertex();
TESSELLATOR.draw();
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
}