Add back custom block highlights

Also bump Forge version to enable this
This commit is contained in:
SquidDev 2020-01-30 09:00:37 +00:00
parent f3a330e330
commit 05eada427b
6 changed files with 36 additions and 48 deletions

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@ -3,5 +3,5 @@ mod_version=1.86.2
# Minecraft properties (update mods.toml when changing)
mc_version=1.15.2
forge_version=31.0.1
forge_version=31.0.13
mappings_version=20200124-1.15.1

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@ -41,10 +41,9 @@ public static void setupClient( FMLClientSetupEvent event )
RenderTypeLookup.setRenderLayer( ComputerCraft.Blocks.turtleNormal, RenderType.translucent() );
RenderTypeLookup.setRenderLayer( ComputerCraft.Blocks.turtleAdvanced, RenderType.translucent() );
// Monitors' textures have _entirely_ transparent sections which, while not translucent, requires being rendered
// as transparent.
RenderTypeLookup.setRenderLayer( ComputerCraft.Blocks.monitorNormal, RenderType.translucent() );
RenderTypeLookup.setRenderLayer( ComputerCraft.Blocks.monitorAdvanced, RenderType.translucent() );
// Monitors' textures have transparent fronts and so count as cutouts.
RenderTypeLookup.setRenderLayer( ComputerCraft.Blocks.monitorNormal, RenderType.cutout() );
RenderTypeLookup.setRenderLayer( ComputerCraft.Blocks.monitorAdvanced, RenderType.cutout() );
// Setup TESRs
ClientRegistry.bindTileEntityRenderer( TileMonitor.FACTORY_NORMAL, TileEntityMonitorRenderer::new );

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@ -5,19 +5,20 @@
*/
package dan200.computercraft.client.render;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.vertex.IVertexBuilder;
import dan200.computercraft.ComputerCraft;
import dan200.computercraft.shared.peripheral.modem.wired.BlockCable;
import dan200.computercraft.shared.peripheral.modem.wired.CableShapes;
import dan200.computercraft.shared.util.WorldUtil;
import net.minecraft.block.BlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.client.renderer.Matrix4f;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.World;
@ -25,7 +26,6 @@
import net.minecraftforge.client.event.DrawHighlightEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import org.lwjgl.opengl.GL11;
@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Dist.CLIENT )
public final class CableHighlightRenderer
@ -38,7 +38,7 @@ private CableHighlightRenderer()
* Draw an outline for a specific part of a cable "Multipart".
*
* @param event The event to observe
* @see WorldRenderer#drawSelectionBox(ActiveRenderInfo, RayTraceResult, int)
* @see WorldRenderer#drawSelectionBox(MatrixStack, IVertexBuilder, Entity, double, double, double, BlockPos, BlockState)
*/
@SubscribeEvent
public static void drawHighlight( DrawHighlightEvent.HighlightBlock event )
@ -58,31 +58,22 @@ public static void drawHighlight( DrawHighlightEvent.HighlightBlock event )
event.setCanceled( true );
Minecraft mc = Minecraft.getInstance();
RenderSystem.enableBlend();
RenderSystem.blendFuncSeparate( GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO );
RenderSystem.lineWidth( Math.max( 2.5F, mc.getMainWindow().getFramebufferWidth() / 1920.0F * 2.5F ) );
RenderSystem.disableTexture();
RenderSystem.depthMask( false );
RenderSystem.matrixMode( GL11.GL_PROJECTION );
RenderSystem.pushMatrix();
RenderSystem.scalef( 1.0F, 1.0F, 0.999F );
VoxelShape shape = WorldUtil.isVecInside( CableShapes.getModemShape( state ), hit.getHitVec().subtract( pos.getX(), pos.getY(), pos.getZ() ) )
? CableShapes.getModemShape( state )
: CableShapes.getCableShape( state );
Vec3d cameraPos = info.getProjectedView();
WorldRenderer.drawShape(
shape, pos.getX() - cameraPos.getX(), pos.getY() - cameraPos.getY(), pos.getZ() - cameraPos.getZ(),
0.0F, 0.0F, 0.0F, 0.4F
);
double xOffset = pos.getX() - cameraPos.getX();
double yOffset = pos.getY() - cameraPos.getY();
double zOffset = pos.getZ() - cameraPos.getZ();
RenderSystem.popMatrix();
RenderSystem.matrixMode( GL11.GL_MODELVIEW );
RenderSystem.depthMask( true );
RenderSystem.enableTexture();
RenderSystem.disableBlend();
IVertexBuilder buffer = event.getBuffers().getBuffer( RenderType.lines() );
Matrix4f matrix4f = event.getMatrix().getLast().getPositionMatrix();
shape.forEachEdge( ( x1, y1, z1, x2, y2, z2 ) -> {
buffer.pos( matrix4f, (float) (x1 + xOffset), (float) (y1 + yOffset), (float) (z1 + zOffset) )
.color( 0, 0, 0, 0.4f ).endVertex();
buffer.pos( matrix4f, (float) (x2 + xOffset), (float) (y2 + yOffset), (float) (z2 + zOffset) )
.color( 0, 0, 0, 0.4f ).endVertex();
} );
}
}

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@ -9,7 +9,6 @@
import com.mojang.blaze3d.vertex.IVertexBuilder;
import dan200.computercraft.ComputerCraft;
import dan200.computercraft.shared.peripheral.monitor.TileMonitor;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Matrix4f;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.tileentity.TileEntity;
@ -26,11 +25,13 @@
import static net.minecraft.util.Direction.*;
/**
* Overrides monitor highlighting to only render the outline of the <em>whole</em> monitor, rather than the current
* block. This means you do not get an intrusive outline on top of the screen.
*/
@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Dist.CLIENT )
public final class MonitorHighlightRenderer
{
private static final float EXPAND = 0.002f;
private MonitorHighlightRenderer()
{
}
@ -38,6 +39,7 @@ private MonitorHighlightRenderer()
@SubscribeEvent
public static void drawHighlight( DrawHighlightEvent.HighlightBlock event )
{
// Preserve normal behaviour when crouching.
if( event.getInfo().getRenderViewEntity().isCrouching() ) return;
World world = event.getInfo().getRenderViewEntity().getEntityWorld();
@ -58,12 +60,13 @@ public static void drawHighlight( DrawHighlightEvent.HighlightBlock event )
if( monitor.getYIndex() != 0 ) faces.remove( monitor.getDown().getOpposite() );
if( monitor.getYIndex() != monitor.getHeight() - 1 ) faces.remove( monitor.getDown() );
IVertexBuilder buffer = Minecraft.getInstance().func_228019_au_().func_228487_b_().getBuffer( RenderType.lines() );
MatrixStack transformStack = event.getMatrix();
Vec3d cameraPos = event.getInfo().getProjectedView();
transformStack.push();
transformStack.translate( pos.getX() - cameraPos.getX(), pos.getY() - cameraPos.getY(), pos.getZ() - cameraPos.getZ() );
// I wish I could think of a better way to do this
IVertexBuilder buffer = event.getBuffers().getBuffer( RenderType.lines() );
Matrix4f transform = transformStack.getLast().getPositionMatrix();
if( faces.contains( NORTH ) || faces.contains( WEST ) ) line( buffer, transform, 0, 0, 0, UP );
if( faces.contains( SOUTH ) || faces.contains( WEST ) ) line( buffer, transform, 0, 0, 1, UP );
@ -83,15 +86,11 @@ public static void drawHighlight( DrawHighlightEvent.HighlightBlock event )
private static void line( IVertexBuilder buffer, Matrix4f transform, float x, float y, float z, Direction direction )
{
float minX = x == 0 ? -EXPAND : 1 + EXPAND;
float minY = y == 0 ? -EXPAND : 1 + EXPAND;
float minZ = z == 0 ? -EXPAND : 1 + EXPAND;
buffer.pos( transform, minX, minY, minZ ).color( 0, 0, 0, 0.4f ).endVertex();
buffer.pos( transform, x, y, z ).color( 0, 0, 0, 0.4f ).endVertex();
buffer.pos( transform,
minX + direction.getXOffset() * (1 + EXPAND * 2),
minY + direction.getYOffset() * (1 + EXPAND * 2),
minZ + direction.getZOffset() * (1 + EXPAND * 2)
x + direction.getXOffset(),
y + direction.getYOffset(),
z + direction.getZOffset()
).color( 0, 0, 0, 0.4f ).endVertex();
}
}

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@ -22,6 +22,7 @@
import net.minecraft.util.Direction;
import net.minecraft.util.Hand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraft.world.World;
@ -653,13 +654,12 @@ void removeComputer( IComputerAccess computer )
m_computers.remove( computer );
}
/*
@Nonnull
@Override
public AxisAlignedBB getRenderBoundingBox()
{
TileMonitor start = getNeighbour( 0, 0 );
TileMonitor end = getNeighbour( width - 1, height - 1 );
TileMonitor end = getNeighbour( m_width - 1, m_height - 1 );
if( start != null && end != null )
{
BlockPos startPos = start.getPos();
@ -678,5 +678,4 @@ public AxisAlignedBB getRenderBoundingBox()
return new AxisAlignedBB( pos.getX(), pos.getY(), pos.getZ(), pos.getX() + 1, pos.getY() + 1, pos.getZ() + 1 );
}
}
*/
}

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@ -19,6 +19,6 @@ CC: Tweaked is a fork of ComputerCraft, adding programmable computers, turtles a
[[dependencies.computercraft]]
modId="forge"
mandatory=true
versionRange="[31.0.1,32)"
versionRange="[31.0.13,32)"
ordering="NONE"
side="BOTH"