CC-Tweaked/projects/common/src/client/java/dan200/computercraft/client/render/monitor/MonitorBlockEntityRenderer....

295 lines
14 KiB
Java

// Copyright Daniel Ratcliffe, 2011-2022. Do not distribute without permission.
//
// SPDX-License-Identifier: LicenseRef-CCPL
package dan200.computercraft.client.render.monitor;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.platform.MemoryTracker;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.*;
import com.mojang.math.Axis;
import dan200.computercraft.annotations.ForgeOverride;
import dan200.computercraft.client.FrameInfo;
import dan200.computercraft.client.integration.ShaderMod;
import dan200.computercraft.client.render.RenderTypes;
import dan200.computercraft.client.render.text.DirectFixedWidthFontRenderer;
import dan200.computercraft.client.render.text.FixedWidthFontRenderer;
import dan200.computercraft.client.render.vbo.DirectBuffers;
import dan200.computercraft.client.render.vbo.DirectVertexBuffer;
import dan200.computercraft.core.terminal.Terminal;
import dan200.computercraft.shared.config.Config;
import dan200.computercraft.shared.peripheral.monitor.ClientMonitor;
import dan200.computercraft.shared.peripheral.monitor.MonitorBlockEntity;
import dan200.computercraft.shared.peripheral.monitor.MonitorRenderer;
import dan200.computercraft.shared.util.DirectionUtil;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.blockentity.BlockEntityRenderer;
import net.minecraft.client.renderer.blockentity.BlockEntityRendererProvider;
import net.minecraft.world.phys.AABB;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL31;
import javax.annotation.Nullable;
import java.nio.ByteBuffer;
import java.util.function.Consumer;
import static dan200.computercraft.client.render.text.FixedWidthFontRenderer.FONT_HEIGHT;
import static dan200.computercraft.client.render.text.FixedWidthFontRenderer.FONT_WIDTH;
import static dan200.computercraft.core.util.Nullability.assertNonNull;
public class MonitorBlockEntityRenderer implements BlockEntityRenderer<MonitorBlockEntity> {
/**
* {@link MonitorBlockEntity#RENDER_MARGIN}, but a tiny bit of additional padding to ensure that there is no space between
* the monitor frame and contents.
*/
private static final float MARGIN = (float) (MonitorBlockEntity.RENDER_MARGIN * 1.1);
private static final Matrix3f IDENTITY_NORMAL = new Matrix3f().identity();
private static @Nullable ByteBuffer backingBuffer;
private static long lastFrame = -1;
public MonitorBlockEntityRenderer(BlockEntityRendererProvider.Context context) {
}
@Override
public void render(MonitorBlockEntity monitor, float partialTicks, PoseStack transform, MultiBufferSource bufferSource, int lightmapCoord, int overlayLight) {
// Render from the origin monitor
var originTerminal = monitor.getOriginClientMonitor();
if (originTerminal == null) return;
var origin = originTerminal.getOrigin();
var renderState = originTerminal.getRenderState(MonitorRenderState::new);
var monitorPos = monitor.getBlockPos();
// Ensure each monitor terminal is rendered only once. We allow rendering a specific tile
// multiple times in a single frame to ensure compatibility with shaders which may run a
// pass multiple times.
var renderFrame = FrameInfo.getRenderFrame();
if (renderState.lastRenderFrame == renderFrame && !monitorPos.equals(renderState.lastRenderPos)) {
return;
}
lastFrame = renderFrame;
renderState.lastRenderFrame = renderFrame;
renderState.lastRenderPos = monitorPos;
var originPos = origin.getBlockPos();
// Determine orientation
var dir = origin.getDirection();
var front = origin.getFront();
var yaw = dir.toYRot();
var pitch = DirectionUtil.toPitchAngle(front);
// Setup initial transform
transform.pushPose();
transform.translate(
originPos.getX() - monitorPos.getX() + 0.5,
originPos.getY() - monitorPos.getY() + 0.5,
originPos.getZ() - monitorPos.getZ() + 0.5
);
transform.mulPose(Axis.YN.rotationDegrees(yaw));
transform.mulPose(Axis.XP.rotationDegrees(pitch));
transform.translate(
-0.5 + MonitorBlockEntity.RENDER_BORDER + MonitorBlockEntity.RENDER_MARGIN,
origin.getHeight() - 0.5 - (MonitorBlockEntity.RENDER_BORDER + MonitorBlockEntity.RENDER_MARGIN) + 0,
0.5
);
var xSize = origin.getWidth() - 2.0 * (MonitorBlockEntity.RENDER_MARGIN + MonitorBlockEntity.RENDER_BORDER);
var ySize = origin.getHeight() - 2.0 * (MonitorBlockEntity.RENDER_MARGIN + MonitorBlockEntity.RENDER_BORDER);
// Draw the contents
var terminal = originTerminal.getTerminal();
if (terminal != null && !ShaderMod.get().isRenderingShadowPass()) {
// Draw a terminal
int width = terminal.getWidth(), height = terminal.getHeight();
int pixelWidth = width * FONT_WIDTH, pixelHeight = height * FONT_HEIGHT;
var xScale = xSize / pixelWidth;
var yScale = ySize / pixelHeight;
transform.pushPose();
transform.scale((float) xScale, (float) -yScale, 1.0f);
var matrix = transform.last().pose();
renderTerminal(matrix, originTerminal, renderState, terminal, (float) (MARGIN / xScale), (float) (MARGIN / yScale));
transform.popPose();
} else {
FixedWidthFontRenderer.drawEmptyTerminal(
FixedWidthFontRenderer.toVertexConsumer(transform, bufferSource.getBuffer(RenderTypes.TERMINAL)),
-MARGIN, MARGIN,
(float) (xSize + 2 * MARGIN), (float) -(ySize + MARGIN * 2)
);
}
transform.popPose();
}
private static void renderTerminal(
Matrix4f matrix, ClientMonitor monitor, MonitorRenderState renderState, Terminal terminal, float xMargin, float yMargin
) {
int width = terminal.getWidth(), height = terminal.getHeight();
int pixelWidth = width * FONT_WIDTH, pixelHeight = height * FONT_HEIGHT;
var renderType = currentRenderer();
var redraw = monitor.pollTerminalChanged();
if (renderState.createBuffer(renderType)) redraw = true;
switch (renderType) {
case TBO -> {
if (redraw) {
var terminalBuffer = getBuffer(width * height * 3);
MonitorTextureBufferShader.setTerminalData(terminalBuffer, terminal);
DirectBuffers.setBufferData(GL31.GL_TEXTURE_BUFFER, renderState.tboBuffer, terminalBuffer, GL20.GL_STATIC_DRAW);
var uniformBuffer = getBuffer(MonitorTextureBufferShader.UNIFORM_SIZE);
MonitorTextureBufferShader.setUniformData(uniformBuffer, terminal);
DirectBuffers.setBufferData(GL31.GL_UNIFORM_BUFFER, renderState.tboUniform, uniformBuffer, GL20.GL_STATIC_DRAW);
}
// Nobody knows what they're doing!
var active = GlStateManager._getActiveTexture();
RenderSystem.activeTexture(MonitorTextureBufferShader.TEXTURE_INDEX);
GL11.glBindTexture(GL31.GL_TEXTURE_BUFFER, renderState.tboTexture);
RenderSystem.activeTexture(active);
var shader = RenderTypes.getMonitorTextureBufferShader();
shader.setupUniform(renderState.tboUniform);
var buffer = Tesselator.getInstance().getBuilder();
buffer.begin(RenderTypes.MONITOR_TBO.mode(), RenderTypes.MONITOR_TBO.format());
tboVertex(buffer, matrix, -xMargin, -yMargin);
tboVertex(buffer, matrix, -xMargin, pixelHeight + yMargin);
tboVertex(buffer, matrix, pixelWidth + xMargin, -yMargin);
tboVertex(buffer, matrix, pixelWidth + xMargin, pixelHeight + yMargin);
RenderTypes.MONITOR_TBO.end(buffer, VertexSorting.DISTANCE_TO_ORIGIN);
}
case VBO -> {
var backgroundBuffer = assertNonNull(renderState.backgroundBuffer);
var foregroundBuffer = assertNonNull(renderState.foregroundBuffer);
if (redraw) {
var size = DirectFixedWidthFontRenderer.getVertexCount(terminal);
// In an ideal world we could upload these both into one buffer. However, we can't render VBOs with
// and starting and ending offset, and so need to use two buffers instead.
renderToBuffer(backgroundBuffer, size, sink ->
DirectFixedWidthFontRenderer.drawTerminalBackground(sink, 0, 0, terminal, yMargin, yMargin, xMargin, xMargin));
renderToBuffer(foregroundBuffer, size, sink -> {
DirectFixedWidthFontRenderer.drawTerminalForeground(sink, 0, 0, terminal);
// If the cursor is visible, we append it to the end of our buffer. When rendering, we can either
// render n or n+1 quads and so toggle the cursor on and off.
DirectFixedWidthFontRenderer.drawCursor(sink, 0, 0, terminal);
});
}
// Our VBO renders coordinates in monitor-space rather than world space. A full sized monitor (8x6) will
// use positions from (0, 0) to (164*FONT_WIDTH, 81*FONT_HEIGHT) = (984, 729). This is far outside the
// normal render distance (~200), and the edges of the monitor fade out due to fog.
// There's not really a good way around this, at least without using a custom render type (which the VBO
// renderer is trying to avoid!). Instead, we just disable fog entirely by setting the fog start to an
// absurdly high value.
var oldFogStart = RenderSystem.getShaderFogStart();
RenderSystem.setShaderFogStart(1e4f);
RenderTypes.TERMINAL.setupRenderState();
// Compose the existing model view matrix with our transformation matrix.
var modelView = new Matrix4f(RenderSystem.getModelViewMatrix()).mul(matrix);
// Render background geometry
backgroundBuffer.bind();
backgroundBuffer.drawWithShader(modelView, RenderSystem.getProjectionMatrix(), RenderTypes.getTerminalShader());
// Render foreground geometry with glPolygonOffset enabled.
RenderSystem.polygonOffset(-1.0f, -10.0f);
RenderSystem.enablePolygonOffset();
foregroundBuffer.bind();
foregroundBuffer.drawWithShader(
modelView, RenderSystem.getProjectionMatrix(), RenderTypes.getTerminalShader(),
// As mentioned in the above comment, render the extra cursor quad if it is visible this frame. Each
// // quad has an index count of 6.
FixedWidthFontRenderer.isCursorVisible(terminal) && FrameInfo.getGlobalCursorBlink()
? foregroundBuffer.getIndexCount() + 6 : foregroundBuffer.getIndexCount()
);
// Clear state
RenderSystem.polygonOffset(0.0f, -0.0f);
RenderSystem.disablePolygonOffset();
RenderTypes.TERMINAL.clearRenderState();
VertexBuffer.unbind();
RenderSystem.setShaderFogStart(oldFogStart);
}
case BEST -> throw new IllegalStateException("Impossible: Should never use BEST renderer");
}
}
private static void renderToBuffer(DirectVertexBuffer vbo, int size, Consumer<DirectFixedWidthFontRenderer.QuadEmitter> draw) {
var sink = ShaderMod.get().getQuadEmitter(size, MonitorBlockEntityRenderer::getBuffer);
var buffer = sink.buffer();
draw.accept(sink);
buffer.flip();
vbo.upload(buffer.limit() / sink.format().getVertexSize(), RenderTypes.TERMINAL.mode(), sink.format(), buffer);
}
private static void tboVertex(VertexConsumer builder, Matrix4f matrix, float x, float y) {
// We encode position in the UV, as that's not transformed by the matrix.
builder.vertex(matrix, x, y, 0).uv(x, y).endVertex();
}
private static ByteBuffer getBuffer(int capacity) {
var buffer = backingBuffer;
if (buffer == null || buffer.capacity() < capacity) {
buffer = backingBuffer = buffer == null ? MemoryTracker.create(capacity) : MemoryTracker.resize(buffer, capacity);
}
buffer.clear();
return buffer;
}
@Override
public int getViewDistance() {
return Config.monitorDistance;
}
@ForgeOverride
public AABB getRenderBoundingBox(MonitorBlockEntity monitor) {
return monitor.getRenderBoundingBox();
}
/**
* Determine if any monitors were rendered this frame.
*
* @return Whether any monitors were rendered.
*/
public static boolean hasRenderedThisFrame() {
return FrameInfo.getRenderFrame() == lastFrame;
}
/**
* Get the current renderer to use.
*
* @return The current renderer. Will not return {@link MonitorRenderer#BEST}.
*/
public static MonitorRenderer currentRenderer() {
var current = Config.monitorRenderer;
if (current == MonitorRenderer.BEST) current = Config.monitorRenderer = bestRenderer();
return current;
}
private static MonitorRenderer bestRenderer() {
return MonitorRenderer.VBO;
}
}