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(); } }