97 lines
4.7 KiB
Java
97 lines
4.7 KiB
Java
/*
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* This file is part of ComputerCraft - http://www.computercraft.info
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* Copyright Daniel Ratcliffe, 2011-2020. 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 com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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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.Matrix4f;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.client.event.DrawHighlightEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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import java.util.EnumSet;
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import static net.minecraft.util.Direction.*;
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/**
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* Overrides monitor highlighting to only render the outline of the <em>whole</em> monitor, rather than the current
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* block. This means you do not get an intrusive outline on top of the screen.
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*/
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@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Dist.CLIENT )
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public final class MonitorHighlightRenderer
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{
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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( DrawHighlightEvent.HighlightBlock event )
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{
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// Preserve normal behaviour when crouching.
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if( event.getInfo().getRenderViewEntity().isCrouching() ) return;
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World world = event.getInfo().getRenderViewEntity().getEntityWorld();
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BlockPos pos = event.getTarget().getPos();
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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<Direction> faces = EnumSet.allOf( Direction.class );
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Direction 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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MatrixStack transformStack = event.getMatrix();
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Vec3d cameraPos = event.getInfo().getProjectedView();
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transformStack.push();
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transformStack.translate( pos.getX() - cameraPos.getX(), pos.getY() - cameraPos.getY(), pos.getZ() - cameraPos.getZ() );
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// I wish I could think of a better way to do this
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IVertexBuilder buffer = event.getBuffers().getBuffer( RenderType.getLines() );
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Matrix4f transform = transformStack.getLast().getMatrix();
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if( faces.contains( NORTH ) || faces.contains( WEST ) ) line( buffer, transform, 0, 0, 0, UP );
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if( faces.contains( SOUTH ) || faces.contains( WEST ) ) line( buffer, transform, 0, 0, 1, UP );
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if( faces.contains( NORTH ) || faces.contains( EAST ) ) line( buffer, transform, 1, 0, 0, UP );
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if( faces.contains( SOUTH ) || faces.contains( EAST ) ) line( buffer, transform, 1, 0, 1, UP );
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if( faces.contains( NORTH ) || faces.contains( DOWN ) ) line( buffer, transform, 0, 0, 0, EAST );
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if( faces.contains( SOUTH ) || faces.contains( DOWN ) ) line( buffer, transform, 0, 0, 1, EAST );
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if( faces.contains( NORTH ) || faces.contains( UP ) ) line( buffer, transform, 0, 1, 0, EAST );
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if( faces.contains( SOUTH ) || faces.contains( UP ) ) line( buffer, transform, 0, 1, 1, EAST );
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if( faces.contains( WEST ) || faces.contains( DOWN ) ) line( buffer, transform, 0, 0, 0, SOUTH );
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if( faces.contains( EAST ) || faces.contains( DOWN ) ) line( buffer, transform, 1, 0, 0, SOUTH );
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if( faces.contains( WEST ) || faces.contains( UP ) ) line( buffer, transform, 0, 1, 0, SOUTH );
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if( faces.contains( EAST ) || faces.contains( UP ) ) line( buffer, transform, 1, 1, 0, SOUTH );
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transformStack.pop();
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}
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private static void line( IVertexBuilder buffer, Matrix4f transform, float x, float y, float z, Direction direction )
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{
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buffer.pos( transform, x, y, z ).color( 0, 0, 0, 0.4f ).endVertex();
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buffer.pos( transform,
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x + direction.getXOffset(),
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y + direction.getYOffset(),
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z + direction.getZOffset()
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).color( 0, 0, 0, 0.4f ).endVertex();
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}
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}
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