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https://github.com/SquidDev-CC/CC-Tweaked
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Add a custom renderer for monitor block highlights (#220)
This only renders the bounding box on non-screen edges of the monitor, meaning you have an uninterrupted view of the screen when hovering hover. Closes #219
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@ -29,13 +29,13 @@ import net.minecraftforge.fml.relauncher.Side;
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import org.lwjgl.opengl.GL11;
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@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Side.CLIENT )
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public final class RenderOverlayCable
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public final class CableHighlightRenderer
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{
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private static final float EXPAND = 0.002f;
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private static final double MIN = CableBounds.MIN - EXPAND;
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private static final double MAX = CableBounds.MAX + EXPAND;
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private RenderOverlayCable()
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private CableHighlightRenderer()
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{
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}
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@ -0,0 +1,118 @@
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/*
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* This file is part of ComputerCraft - http://www.computercraft.info
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* Copyright Daniel Ratcliffe, 2011-2019. Do not distribute without permission.
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* Send enquiries to dratcliffe@gmail.com
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*/
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package dan200.computercraft.client.render;
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import dan200.computercraft.ComputerCraft;
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import dan200.computercraft.shared.peripheral.monitor.TileMonitor;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.world.World;
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import net.minecraftforge.client.event.DrawBlockHighlightEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.relauncher.Side;
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import org.lwjgl.opengl.GL11;
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import java.util.EnumSet;
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import static net.minecraft.util.EnumFacing.*;
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@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Side.CLIENT )
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public final class MonitorHighlightRenderer
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{
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private static final float EXPAND = 0.002f;
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private MonitorHighlightRenderer()
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{
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}
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@SubscribeEvent
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public static void drawHighlight( DrawBlockHighlightEvent event )
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{
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if( event.getTarget().typeOfHit != RayTraceResult.Type.BLOCK || event.getPlayer().isSneaking() ) return;
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World world = event.getPlayer().getEntityWorld();
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BlockPos pos = event.getTarget().getBlockPos();
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if( world.getBlockState( pos ).getBlock() != ComputerCraft.Blocks.peripheral ) return;
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TileEntity tile = world.getTileEntity( pos );
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if( !(tile instanceof TileMonitor) ) return;
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TileMonitor monitor = (TileMonitor) tile;
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event.setCanceled( true );
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// Determine which sides are part of the external faces of the monitor, and so which need to be rendered.
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EnumSet<EnumFacing> faces = EnumSet.allOf( EnumFacing.class );
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EnumFacing front = monitor.getFront();
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faces.remove( front );
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if( monitor.getXIndex() != 0 ) faces.remove( monitor.getRight().getOpposite() );
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if( monitor.getXIndex() != monitor.getWidth() - 1 ) faces.remove( monitor.getRight() );
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if( monitor.getYIndex() != 0 ) faces.remove( monitor.getDown().getOpposite() );
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if( monitor.getYIndex() != monitor.getHeight() - 1 ) faces.remove( monitor.getDown() );
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate( GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO );
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GL11.glLineWidth( 2.0F );
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask( false );
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GlStateManager.pushMatrix();
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EntityPlayer player = event.getPlayer();
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double x = player.lastTickPosX + (player.posX - player.lastTickPosX) * event.getPartialTicks();
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double y = player.lastTickPosY + (player.posY - player.lastTickPosY) * event.getPartialTicks();
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double z = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * event.getPartialTicks();
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GlStateManager.translate( -x + pos.getX(), -y + pos.getY(), -z + pos.getZ() );
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin( GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR );
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// I wish I could think of a better way to do this
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if( faces.contains( NORTH ) || faces.contains( WEST ) ) line( buffer, 0, 0, 0, UP );
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if( faces.contains( SOUTH ) || faces.contains( WEST ) ) line( buffer, 0, 0, 1, UP );
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if( faces.contains( NORTH ) || faces.contains( EAST ) ) line( buffer, 1, 0, 0, UP );
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if( faces.contains( SOUTH ) || faces.contains( EAST ) ) line( buffer, 1, 0, 1, UP );
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if( faces.contains( NORTH ) || faces.contains( DOWN ) ) line( buffer, 0, 0, 0, EAST );
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if( faces.contains( SOUTH ) || faces.contains( DOWN ) ) line( buffer, 0, 0, 1, EAST );
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if( faces.contains( NORTH ) || faces.contains( UP ) ) line( buffer, 0, 1, 0, EAST );
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if( faces.contains( SOUTH ) || faces.contains( UP ) ) line( buffer, 0, 1, 1, EAST );
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if( faces.contains( WEST ) || faces.contains( DOWN ) ) line( buffer, 0, 0, 0, SOUTH );
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if( faces.contains( EAST ) || faces.contains( DOWN ) ) line( buffer, 1, 0, 0, SOUTH );
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if( faces.contains( WEST ) || faces.contains( UP ) ) line( buffer, 0, 1, 0, SOUTH );
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if( faces.contains( EAST ) || faces.contains( UP ) ) line( buffer, 1, 1, 0, SOUTH );
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tessellator.draw();
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GlStateManager.popMatrix();
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GlStateManager.depthMask( true );
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GlStateManager.enableTexture2D();
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GlStateManager.disableBlend();
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}
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private static void line( BufferBuilder buffer, int x, int y, int z, EnumFacing direction )
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{
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double minX = x == 0 ? -EXPAND : 1 + EXPAND;
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double minY = y == 0 ? -EXPAND : 1 + EXPAND;
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double minZ = z == 0 ? -EXPAND : 1 + EXPAND;
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buffer.pos( minX, minY, minZ ).color( 0, 0, 0, 0.4f ).endVertex();
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buffer.pos(
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minX + direction.getXOffset() * (1 + EXPAND * 2),
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minY + direction.getYOffset() * (1 + EXPAND * 2),
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minZ + direction.getZOffset() * (1 + EXPAND * 2)
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).color( 0, 0, 0, 0.4f ).endVertex();
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}
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}
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@ -339,7 +339,7 @@ public class TileMonitor extends TileGeneric implements ITilePeripheral, IPeriph
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return EnumFacing.WEST;
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}
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private EnumFacing getDown()
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public EnumFacing getDown()
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{
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int dir = getDir();
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if( dir <= 5 ) return EnumFacing.UP;
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