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WorldSceneRenderer.java
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WorldSceneRenderer.java
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package gregtech.client.renderer.scene;
import gregtech.api.util.Position;
import gregtech.api.util.PositionedRect;
import gregtech.api.util.Size;
import gregtech.client.utils.RenderUtil;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.*;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.init.Blocks;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import net.minecraftforge.client.ForgeHooksClient;
import net.minecraftforge.client.MinecraftForgeClient;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import codechicken.lib.vec.Vector3;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Collection;
import java.util.LinkedHashMap;
import java.util.Map;
import java.util.function.Consumer;
import javax.vecmath.Vector3f;
/**
* Created with IntelliJ IDEA.
*
* @Author: KilaBash
* @Date: 2021/08/23
* @Description: Abstract class, and extend a lot of features compared with the original one.
*/
@SideOnly(Side.CLIENT)
public abstract class WorldSceneRenderer {
protected static final FloatBuffer MODELVIEW_MATRIX_BUFFER = ByteBuffer.allocateDirect(16 * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
protected static final FloatBuffer PROJECTION_MATRIX_BUFFER = ByteBuffer.allocateDirect(16 * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
protected static final IntBuffer VIEWPORT_BUFFER = ByteBuffer.allocateDirect(16 * 4).order(ByteOrder.nativeOrder())
.asIntBuffer();
protected static final FloatBuffer PIXEL_DEPTH_BUFFER = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder())
.asFloatBuffer();
protected static final FloatBuffer OBJECT_POS_BUFFER = ByteBuffer.allocateDirect(3 * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
public final World world;
public final Map<Collection<BlockPos>, ISceneRenderHook> renderedBlocksMap;
private Consumer<WorldSceneRenderer> beforeRender;
private Consumer<WorldSceneRenderer> afterRender;
private Consumer<RayTraceResult> onLookingAt;
private int clearColor;
private RayTraceResult lastTraceResult;
private Vector3f eyePos = new Vector3f(0, 0, 10f);
private Vector3f lookAt = new Vector3f(0, 0, 0);
private Vector3f worldUp = new Vector3f(0, 1, 0);
public WorldSceneRenderer(World world) {
this.world = world;
renderedBlocksMap = new LinkedHashMap<>();
}
public WorldSceneRenderer setBeforeWorldRender(Consumer<WorldSceneRenderer> callback) {
this.beforeRender = callback;
return this;
}
public WorldSceneRenderer setAfterWorldRender(Consumer<WorldSceneRenderer> callback) {
this.afterRender = callback;
return this;
}
public WorldSceneRenderer addRenderedBlocks(Collection<BlockPos> blocks, ISceneRenderHook renderHook) {
if (blocks != null) {
this.renderedBlocksMap.put(blocks, renderHook);
}
return this;
}
public WorldSceneRenderer setOnLookingAt(Consumer<RayTraceResult> onLookingAt) {
this.onLookingAt = onLookingAt;
return this;
}
public void setClearColor(int clearColor) {
this.clearColor = clearColor;
}
public RayTraceResult getLastTraceResult() {
return lastTraceResult;
}
public void render(float x, float y, float width, float height, int mouseX, int mouseY) {
// setupCamera
PositionedRect positionedRect = getPositionedRect((int) x, (int) y, (int) width, (int) height);
PositionedRect mouse = getPositionedRect(mouseX, mouseY, 0, 0);
mouseX = mouse.position.x;
mouseY = mouse.position.y;
setupCamera(positionedRect);
// render TrackedDummyWorld
drawWorld();
// check lookingAt
this.lastTraceResult = null;
if (onLookingAt != null && mouseX > positionedRect.position.x &&
mouseX < positionedRect.position.x + positionedRect.size.width && mouseY > positionedRect.position.y &&
mouseY < positionedRect.position.y + positionedRect.size.height) {
Vector3f hitPos = unProject(mouseX, mouseY);
RayTraceResult result = rayTrace(hitPos);
if (result != null) {
this.lastTraceResult = null;
this.lastTraceResult = result;
onLookingAt.accept(result);
}
}
// resetCamera
resetCamera();
}
public Vector3f getEyePos() {
return eyePos;
}
public Vector3f getLookAt() {
return lookAt;
}
public Vector3f getWorldUp() {
return worldUp;
}
public void setCameraLookAt(Vector3f eyePos, Vector3f lookAt, Vector3f worldUp) {
this.eyePos = eyePos;
this.lookAt = lookAt;
this.worldUp = worldUp;
}
public void setCameraLookAt(Vector3f lookAt, double radius, double rotationPitch, double rotationYaw) {
this.lookAt = lookAt;
Vector3 vecX = new Vector3(Math.cos(rotationPitch), 0, Math.sin(rotationPitch));
Vector3 vecY = new Vector3(0, Math.tan(rotationYaw) * vecX.mag(), 0);
Vector3 pos = vecX.copy().add(vecY).normalize().multiply(radius);
this.eyePos = pos.add(lookAt.x, lookAt.y, lookAt.z).vector3f();
}
protected PositionedRect getPositionedRect(int x, int y, int width, int height) {
return new PositionedRect(new Position(x, y), new Size(width, height));
}
protected void setupCamera(PositionedRect positionedRect) {
int x = positionedRect.getPosition().x;
int y = positionedRect.getPosition().y;
int width = positionedRect.getSize().width;
int height = positionedRect.getSize().height;
GlStateManager.pushAttrib();
Minecraft.getMinecraft().entityRenderer.disableLightmap();
GlStateManager.disableLighting();
GlStateManager.enableDepth();
GlStateManager.enableBlend();
// setup viewport and clear GL buffers
GlStateManager.viewport(x, y, width, height);
clearView(x, y, width, height);
// setup projection matrix to perspective
GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
float aspectRatio = width / (height * 1.0f);
GLU.gluPerspective(60.0f, aspectRatio, 0.1f, 10000.0f);
// setup modelview matrix
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
GLU.gluLookAt(eyePos.x, eyePos.y, eyePos.z, lookAt.x, lookAt.y, lookAt.z, worldUp.x, worldUp.y, worldUp.z);
}
protected void clearView(int x, int y, int width, int height) {
RenderUtil.setGlClearColorFromInt(clearColor, clearColor >> 24);
GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
}
protected static void resetCamera() {
// reset viewport
Minecraft minecraft = Minecraft.getMinecraft();
GlStateManager.viewport(0, 0, minecraft.displayWidth, minecraft.displayHeight);
// reset projection matrix
GlStateManager.matrixMode(GL11.GL_PROJECTION);
GlStateManager.popMatrix();
// reset modelview matrix
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.popMatrix();
GlStateManager.disableBlend();
GlStateManager.disableDepth();
// reset attributes
GlStateManager.popAttrib();
}
protected void drawWorld() {
if (beforeRender != null) {
beforeRender.accept(this);
}
Minecraft mc = Minecraft.getMinecraft();
GlStateManager.enableCull();
GlStateManager.enableRescaleNormal();
RenderHelper.disableStandardItemLighting();
mc.entityRenderer.disableLightmap();
mc.renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
BlockRenderLayer oldRenderLayer = MinecraftForgeClient.getRenderLayer();
GlStateManager.disableLighting();
GlStateManager.enableTexture2D();
GlStateManager.enableAlpha();
try { // render block in each layer
for (BlockRenderLayer layer : BlockRenderLayer.values()) {
ForgeHooksClient.setRenderLayer(layer);
int pass = layer == BlockRenderLayer.TRANSLUCENT ? 1 : 0;
renderedBlocksMap.forEach((renderedBlocks, hook) -> {
if (hook != null) {
hook.apply(false, pass, layer);
} else {
setDefaultPassRenderState(pass);
}
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
BlockRendererDispatcher blockrendererdispatcher = mc.getBlockRendererDispatcher();
for (BlockPos pos : renderedBlocks) {
IBlockState state = world.getBlockState(pos);
Block block = state.getBlock();
if (block == Blocks.AIR) continue;
state = state.getActualState(world, pos);
if (block.canRenderInLayer(state, layer)) {
blockrendererdispatcher.renderBlock(state, pos, world, buffer);
}
}
Tessellator.getInstance().draw();
Tessellator.getInstance().getBuffer().setTranslation(0, 0, 0);
});
}
} finally {
ForgeHooksClient.setRenderLayer(oldRenderLayer);
}
RenderHelper.enableStandardItemLighting();
GlStateManager.enableLighting();
// render TESR
for (int pass = 0; pass < 2; pass++) {
ForgeHooksClient.setRenderPass(pass);
int finalPass = pass;
renderedBlocksMap.forEach((renderedBlocks, hook) -> {
if (hook != null) {
hook.apply(true, finalPass, null);
} else {
setDefaultPassRenderState(finalPass);
}
for (BlockPos pos : renderedBlocks) {
TileEntity tile = world.getTileEntity(pos);
if (tile != null) {
if (tile.shouldRenderInPass(finalPass)) {
TileEntityRendererDispatcher.instance.render(tile, pos.getX(), pos.getY(), pos.getZ(), 0);
}
}
}
});
}
ForgeHooksClient.setRenderPass(-1);
GlStateManager.enableDepth();
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
if (afterRender != null) {
afterRender.accept(this);
}
}
public static void setDefaultPassRenderState(int pass) {
GlStateManager.color(1, 1, 1, 1);
if (pass == 0) { // SOLID
GlStateManager.enableDepth();
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
} else { // TRANSLUCENT
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.depthMask(false);
}
}
public RayTraceResult rayTrace(Vector3f hitPos) {
Vec3d startPos = new Vec3d(this.eyePos.x, this.eyePos.y, this.eyePos.z);
hitPos.scale(2); // Double view range to ensure pos can be seen.
Vec3d endPos = new Vec3d((hitPos.x - startPos.x), (hitPos.y - startPos.y), (hitPos.z - startPos.z));
return this.world.rayTraceBlocks(startPos, endPos);
}
public static Vector3f project(BlockPos pos) {
// read current rendering parameters
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, MODELVIEW_MATRIX_BUFFER);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, PROJECTION_MATRIX_BUFFER);
GL11.glGetInteger(GL11.GL_VIEWPORT, VIEWPORT_BUFFER);
// rewind buffers after write by OpenGL glGet calls
MODELVIEW_MATRIX_BUFFER.rewind();
PROJECTION_MATRIX_BUFFER.rewind();
VIEWPORT_BUFFER.rewind();
// call gluProject with retrieved parameters
GLU.gluProject(pos.getX() + 0.5f, pos.getY() + 0.5f, pos.getZ() + 0.5f, MODELVIEW_MATRIX_BUFFER,
PROJECTION_MATRIX_BUFFER, VIEWPORT_BUFFER, OBJECT_POS_BUFFER);
// rewind buffers after read by gluProject
VIEWPORT_BUFFER.rewind();
PROJECTION_MATRIX_BUFFER.rewind();
MODELVIEW_MATRIX_BUFFER.rewind();
// rewind buffer after write by gluProject
OBJECT_POS_BUFFER.rewind();
// obtain position in Screen
float winX = OBJECT_POS_BUFFER.get();
float winY = OBJECT_POS_BUFFER.get();
float winZ = OBJECT_POS_BUFFER.get();
// rewind buffer after read
OBJECT_POS_BUFFER.rewind();
return new Vector3f(winX, winY, winZ);
}
public static Vector3f unProject(int mouseX, int mouseY) {
// read depth of pixel under mouse
GL11.glReadPixels(mouseX, mouseY, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, PIXEL_DEPTH_BUFFER);
// rewind buffer after write by glReadPixels
PIXEL_DEPTH_BUFFER.rewind();
// retrieve depth from buffer (0.0-1.0f)
float pixelDepth = PIXEL_DEPTH_BUFFER.get();
// rewind buffer after read
PIXEL_DEPTH_BUFFER.rewind();
// read current rendering parameters
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, MODELVIEW_MATRIX_BUFFER);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, PROJECTION_MATRIX_BUFFER);
GL11.glGetInteger(GL11.GL_VIEWPORT, VIEWPORT_BUFFER);
// rewind buffers after write by OpenGL glGet calls
MODELVIEW_MATRIX_BUFFER.rewind();
PROJECTION_MATRIX_BUFFER.rewind();
VIEWPORT_BUFFER.rewind();
// call gluUnProject with retrieved parameters
GLU.gluUnProject(mouseX, mouseY, pixelDepth, MODELVIEW_MATRIX_BUFFER, PROJECTION_MATRIX_BUFFER, VIEWPORT_BUFFER,
OBJECT_POS_BUFFER);
// rewind buffers after read by gluUnProject
VIEWPORT_BUFFER.rewind();
PROJECTION_MATRIX_BUFFER.rewind();
MODELVIEW_MATRIX_BUFFER.rewind();
// rewind buffer after write by gluUnProject
OBJECT_POS_BUFFER.rewind();
// obtain absolute position in world
float posX = OBJECT_POS_BUFFER.get();
float posY = OBJECT_POS_BUFFER.get();
float posZ = OBJECT_POS_BUFFER.get();
// rewind buffer after read
OBJECT_POS_BUFFER.rewind();
return new Vector3f(posX, posY, posZ);
}
/***
* For better performance, You'd better handle the event {@link #setOnLookingAt(Consumer)} or
* {@link #getLastTraceResult()}
*
* @param mouseX xPos in Texture
* @param mouseY yPos in Texture
* @return RayTraceResult Hit
*/
protected RayTraceResult screenPos2BlockPosFace(int mouseX, int mouseY, int x, int y, int width, int height) {
// render a frame
GlStateManager.enableDepth();
setupCamera(getPositionedRect(x, y, width, height));
drawWorld();
Vector3f hitPos = unProject(mouseX, mouseY);
RayTraceResult result = rayTrace(hitPos);
resetCamera();
return result;
}
/***
* For better performance, You'd better do project in {@link #setAfterWorldRender(Consumer)}
*
* @param pos BlockPos
* @param depth should pass Depth Test
* @return x, y, z
*/
protected Vector3f blockPos2ScreenPos(BlockPos pos, boolean depth, int x, int y, int width, int height) {
// render a frame
GlStateManager.enableDepth();
setupCamera(getPositionedRect(x, y, width, height));
drawWorld();
Vector3f winPos = project(pos);
resetCamera();
return winPos;
}
}