webdisplays/src/main/java/net/montoyo/wd/client/renderers/ScreenRenderer.java
2023-03-03 21:14:24 -05:00

212 lines
7.9 KiB
Java

/*
* Copyright (C) 2018 BARBOTIN Nicolas
*/
package net.montoyo.wd.client.renderers;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.*;
import net.minecraft.client.renderer.GameRenderer;
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 net.montoyo.wd.SharedProxy;
import net.montoyo.wd.WebDisplays;
import net.montoyo.wd.client.ClientProxy;
import net.montoyo.wd.entity.TileEntityScreen;
import net.montoyo.wd.utilities.Vector3f;
import net.montoyo.wd.utilities.Vector3i;
import org.jetbrains.annotations.NotNull;
import static com.mojang.math.Vector3f.*;
import static org.lwjgl.opengl.GL11.*;
public class ScreenRenderer implements BlockEntityRenderer<TileEntityScreen> {
public static class ScreenRendererProvider implements BlockEntityRendererProvider<TileEntityScreen> {
@Override
public @NotNull BlockEntityRenderer<TileEntityScreen> create(@NotNull Context arg) {
return new ScreenRenderer();
}
}
private final Vector3f mid = new Vector3f();
private final Vector3i tmpi = new Vector3i();
private final Vector3f tmpf = new Vector3f();
@Override
public void render(TileEntityScreen te, float partialTick, @NotNull PoseStack poseStack, @NotNull MultiBufferSource bufferSource, int packedLight, int packedOverlay) {
if(!te.isLoaded())
return;
//Disable lighting
RenderSystem.enableTexture();
RenderSystem.disableCull();
RenderSystem.disableBlend();
for(int i = 0; i < te.screenCount(); i++) {
TileEntityScreen.Screen scr = te.getScreen(i);
if(scr.browser == null) {
if(WebDisplays.PROXY instanceof ClientProxy clientProxy) {
scr.browser = clientProxy.getMCEF().createBrowser(WebDisplays.applyBlacklist(scr.url));
if (scr.rotation.isVertical)
scr.browser.resize(scr.resolution.y, scr.resolution.x);
else
scr.browser.resize(scr.resolution.x, scr.resolution.y);
scr.doTurnOnAnim = true;
scr.turnOnTime = System.currentTimeMillis();
}
}
tmpi.set(scr.side.right);
tmpi.mul(scr.size.x);
tmpi.addMul(scr.side.up, scr.size.y);
tmpf.set(tmpi);
mid.set(0.5, 0.5, 0.5);
mid.addMul(tmpf, 0.5f);
tmpf.set(scr.side.left);
mid.addMul(tmpf, 0.5f);
tmpf.set(scr.side.down);
mid.addMul(tmpf, 0.5f);
poseStack.pushPose();
poseStack.translate(mid.x, mid.y, mid.z);
switch(scr.side) {
case BOTTOM:
poseStack.mulPose(XP.rotation(90.f + 49.8f));
break;
case TOP:
poseStack.mulPose(XN.rotation(90.f + 49.8f));
break;
case NORTH:
poseStack.mulPose(YN.rotationDegrees(180.f));
break;
case SOUTH:
break;
case WEST:
poseStack.mulPose(YN.rotationDegrees(90.f));
break;
case EAST:
poseStack.mulPose(YP.rotationDegrees(90.f));
break;
}
if(scr.doTurnOnAnim) {
long lt = System.currentTimeMillis() - scr.turnOnTime;
float ft = ((float) lt) / 100.0f;
if(ft >= 1.0f) {
ft = 1.0f;
scr.doTurnOnAnim = false;
}
poseStack.scale(ft, ft, 1.0f);
}
if(!scr.rotation.isNull)
poseStack.mulPose(ZP.rotationDegrees(scr.rotation.angle));
float sw = ((float) scr.size.x) * 0.5f - 2.f / 16.f;
float sh = ((float) scr.size.y) * 0.5f - 2.f / 16.f;
if(scr.rotation.isVertical) {
float tmp = sw;
sw = sh;
sh = tmp;
}
Tesselator tesselator = Tesselator.getInstance();
BufferBuilder builder = tesselator.getBuilder();
//TODO: Use tesselator
RenderSystem.enableDepthTest();
RenderSystem.setShader(GameRenderer::getPositionTexColorShader);
RenderSystem._setShaderTexture(0, scr.browser.getTextureID());
RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f);
builder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX_COLOR);
builder.vertex(poseStack.last().pose(),-sw, -sh, 0.505f).uv(0.f, 1.f).color(1.f, 1.f, 1.f, 1.f).endVertex();
builder.vertex(poseStack.last().pose(), sw, -sh, 0.505f).uv(1.f, 1.f).color(1.f, 1.f, 1.f, 1.f).endVertex();
builder.vertex(poseStack.last().pose(), sw, sh, 0.505f).uv(1.f, 0.f).color(1.f, 1.f, 1.f, 1.f).endVertex();
builder.vertex(poseStack.last().pose(),-sw, sh, 0.505f).uv(0.f, 0.f).color(1.f, 1.f, 1.f, 1.f).endVertex();
tesselator.end();//Minecraft does shit with mah texture otherwise...
RenderSystem.disableDepthTest();
poseStack.popPose();
}
//Bounding box debugging
// poseStack.pushPose();
// poseStack.translate(-te.getBlockPos().getX(), -te.getBlockPos().getY(), -te.getBlockPos().getZ());
// renderAABB(te.getRenderBoundingBox());
// poseStack.popPose();
//Re-enable lighting
RenderSystem.enableCull();
}
public void renderAABB(AABB bb) {
RenderSystem.disableTexture();
RenderSystem.enableBlend();
RenderSystem.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
RenderSystem.disableCull();
RenderSystem.setShaderColor(0.f, 0.5f, 1.f, 0.75f);
RenderSystem.depthMask(false);
Tesselator t = new Tesselator();
BufferBuilder vb = t.getBuilder();
VertexBuffer tb = new VertexBuffer();
vb.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION);
//Bottom
vb.vertex(bb.minX, bb.minY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.minY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.minY, bb.maxZ).endVertex();
vb.vertex(bb.minX, bb.minY, bb.maxZ).endVertex();
//Top
vb.vertex(bb.minX, bb.maxY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.maxY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.maxY, bb.maxZ).endVertex();
vb.vertex(bb.minX, bb.maxY, bb.maxZ).endVertex();
//Left
vb.vertex(bb.minX, bb.minY, bb.minZ).endVertex();
vb.vertex(bb.minX, bb.minY, bb.maxZ).endVertex();
vb.vertex(bb.minX, bb.maxY, bb.maxZ).endVertex();
vb.vertex(bb.minX, bb.maxY, bb.minZ).endVertex();
//Right
vb.vertex(bb.maxX, bb.minY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.minY, bb.maxZ).endVertex();
vb.vertex(bb.maxX, bb.maxY, bb.maxZ).endVertex();
vb.vertex(bb.maxX, bb.maxY, bb.minZ).endVertex();
//Front
vb.vertex(bb.minX, bb.minY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.minY, bb.minZ).endVertex();
vb.vertex(bb.maxX, bb.maxY, bb.minZ).endVertex();
vb.vertex(bb.minX, bb.maxY, bb.minZ).endVertex();
//Back
vb.vertex(bb.minX, bb.minY, bb.maxZ).endVertex();
vb.vertex(bb.maxX, bb.minY, bb.maxZ).endVertex();
vb.vertex(bb.maxX, bb.maxY, bb.maxZ).endVertex();
vb.vertex(bb.minX, bb.maxY, bb.maxZ).endVertex();
tb.draw();
RenderSystem.depthMask(true);
RenderSystem.enableCull();
RenderSystem.enableTexture();
RenderSystem.disableBlend();
}
}