CC-Tweaked/src/main/java/dan200/computercraft/client/render_old/MonitorHighlightRenderer.java

98 lines
4.7 KiB
Java

/*
* This file is part of ComputerCraft - http://www.computercraft.info
* Copyright Daniel Ratcliffe, 2011-2020. Do not distribute without permission.
* Send enquiries to dratcliffe@gmail.com
*/
package dan200.computercraft.client.render;
import com.mojang.blaze3d.matrix.MatrixStack;
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;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.DrawHighlightEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import java.util.EnumSet;
import static net.minecraft.util.Direction.*;
@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Dist.CLIENT )
public final class MonitorHighlightRenderer
{
private static final float EXPAND = 0.002f;
private MonitorHighlightRenderer()
{
}
@SubscribeEvent
public static void drawHighlight( DrawHighlightEvent.HighlightBlock event )
{
if( event.getInfo().getRenderViewEntity().isCrouching() ) return;
World world = event.getInfo().getRenderViewEntity().getEntityWorld();
BlockPos pos = event.getTarget().getPos();
TileEntity tile = world.getTileEntity( pos );
if( !(tile instanceof TileMonitor) ) return;
TileMonitor monitor = (TileMonitor) tile;
event.setCanceled( true );
// Determine which sides are part of the external faces of the monitor, and so which need to be rendered.
EnumSet<Direction> faces = EnumSet.allOf( Direction.class );
Direction front = monitor.getFront();
faces.remove( front );
if( monitor.getXIndex() != 0 ) faces.remove( monitor.getRight().getOpposite() );
if( monitor.getXIndex() != monitor.getWidth() - 1 ) faces.remove( monitor.getRight() );
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() );
Vec3d cameraPos = event.getInfo().getProjectedView();
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
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 );
if( faces.contains( NORTH ) || faces.contains( EAST ) ) line( buffer, transform, 1, 0, 0, UP );
if( faces.contains( SOUTH ) || faces.contains( EAST ) ) line( buffer, transform, 1, 0, 1, UP );
if( faces.contains( NORTH ) || faces.contains( DOWN ) ) line( buffer, transform, 0, 0, 0, EAST );
if( faces.contains( SOUTH ) || faces.contains( DOWN ) ) line( buffer, transform, 0, 0, 1, EAST );
if( faces.contains( NORTH ) || faces.contains( UP ) ) line( buffer, transform, 0, 1, 0, EAST );
if( faces.contains( SOUTH ) || faces.contains( UP ) ) line( buffer, transform, 0, 1, 1, EAST );
if( faces.contains( WEST ) || faces.contains( DOWN ) ) line( buffer, transform, 0, 0, 0, SOUTH );
if( faces.contains( EAST ) || faces.contains( DOWN ) ) line( buffer, transform, 1, 0, 0, SOUTH );
if( faces.contains( WEST ) || faces.contains( UP ) ) line( buffer, transform, 0, 1, 0, SOUTH );
if( faces.contains( EAST ) || faces.contains( UP ) ) line( buffer, transform, 1, 1, 0, SOUTH );
transformStack.pop();
}
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,
minX + direction.getXOffset() * (1 + EXPAND * 2),
minY + direction.getYOffset() * (1 + EXPAND * 2),
minZ + direction.getZOffset() * (1 + EXPAND * 2)
).color( 0, 0, 0, 0.4f ).endVertex();
}
}