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https://github.com/XevianLight/Aphelion.git
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Debug rendering for oxygen (VERY LAGGY BUT WORKS)
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package net.xevianlight.aphelion.client;
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import com.mojang.blaze3d.vertex.DefaultVertexFormat;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.VertexConsumer;
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import com.mojang.blaze3d.vertex.VertexFormat;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.MultiBufferSource;
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import net.minecraft.client.renderer.RenderStateShard;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.neoforged.api.distmarker.Dist;
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import net.neoforged.bus.api.SubscribeEvent;
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import net.neoforged.fml.common.EventBusSubscriber;
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import net.neoforged.neoforge.client.event.RenderLevelStageEvent;
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import net.xevianlight.aphelion.Aphelion;
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import org.joml.Matrix4f;
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@EventBusSubscriber(modid = Aphelion.MOD_ID, value = Dist.CLIENT)
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public final class OxygenDebugRender {
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// Untextured translucent quads (POSITION_COLOR only)
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private static final RenderType OXYGEN_FILL = RenderType.create(
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"aphelion_oxygen_fill",
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DefaultVertexFormat.POSITION_COLOR,
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VertexFormat.Mode.QUADS,
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256,
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false,
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true,
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RenderType.CompositeState.builder()
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.setShaderState(RenderStateShard.POSITION_COLOR_SHADER)
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.setTransparencyState(RenderStateShard.TRANSLUCENT_TRANSPARENCY)
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.setCullState(RenderStateShard.NO_CULL)
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.setDepthTestState(RenderStateShard.LEQUAL_DEPTH_TEST)
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.setWriteMaskState(RenderStateShard.COLOR_DEPTH_WRITE)
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.createCompositeState(true)
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);
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@SubscribeEvent
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public static void onRenderLevel(RenderLevelStageEvent event) {
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// One stage only (pick one that exists and looks good)
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if (event.getStage() != RenderLevelStageEvent.Stage.AFTER_TRANSLUCENT_BLOCKS) return;
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Minecraft mc = Minecraft.getInstance();
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if (mc.level == null || mc.player == null) return;
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if (!mc.gui.getDebugOverlay().showDebugScreen()) return;
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PoseStack poseStack = event.getPoseStack();
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var cam = mc.gameRenderer.getMainCamera();
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var camPos = cam.getPosition();
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poseStack.pushPose();
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poseStack.translate(-camPos.x, -camPos.y, -camPos.z);
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MultiBufferSource.BufferSource bufferSource = mc.renderBuffers().bufferSource();
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VertexConsumer vc = bufferSource.getBuffer(OXYGEN_FILL);
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// Render surface faces only (fast + pretty)
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for (long l : ClientOxygenCache.OXYGEN) {
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BlockPos p = BlockPos.of(l);
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drawSurfaceFaces(poseStack, vc, p);
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}
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poseStack.popPose();
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bufferSource.endBatch(OXYGEN_FILL);
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}
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private static void drawSurfaceFaces(PoseStack poseStack, VertexConsumer vc, BlockPos p) {
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// Neighbor checks: only render faces exposed to non-oxygen
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boolean up = ClientOxygenCache.OXYGEN.contains(p.above().asLong());
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boolean down = ClientOxygenCache.OXYGEN.contains(p.below().asLong());
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boolean north = ClientOxygenCache.OXYGEN.contains(p.north().asLong());
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boolean south = ClientOxygenCache.OXYGEN.contains(p.south().asLong());
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boolean east = ClientOxygenCache.OXYGEN.contains(p.east().asLong());
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boolean west = ClientOxygenCache.OXYGEN.contains(p.west().asLong());
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if (up && down && north && south && east && west) return;
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final float eps = 0.0025f;
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float x0 = p.getX() + eps;
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float y0 = p.getY() + eps;
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float z0 = p.getZ() + eps;
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float x1 = p.getX() + 1 - eps;
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float y1 = p.getY() + 1 - eps;
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float z1 = p.getZ() + 1 - eps;
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// Color (ARGB-ish but as floats)
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float r = 0.2f, g = 0.8f, b = 1.0f, a = 0.18f;
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Matrix4f mat = poseStack.last().pose();
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// IMPORTANT: vertex winding should be consistent (counter-clockwise)
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if (!up) quad(mat, vc, x0,y1,z0, x1,y1,z0, x1,y1,z1, x0,y1,z1, r,g,b,a);
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if (!down) quad(mat, vc, x0,y0,z1, x1,y0,z1, x1,y0,z0, x0,y0,z0, r,g,b,a);
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if (!north) quad(mat, vc, x1,y0,z0, x0,y0,z0, x0,y1,z0, x1,y1,z0, r,g,b,a);
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if (!south) quad(mat, vc, x0,y0,z1, x1,y0,z1, x1,y1,z1, x0,y1,z1, r,g,b,a);
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if (!east) quad(mat, vc, x1,y0,z1, x1,y0,z0, x1,y1,z0, x1,y1,z1, r,g,b,a);
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if (!west) quad(mat, vc, x0,y0,z0, x0,y0,z1, x0,y1,z1, x0,y1,z0, r,g,b,a);
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}
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private static void quad(
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Matrix4f mat, VertexConsumer vc,
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float x0, float y0, float z0,
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float x1, float y1, float z1,
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float x2, float y2, float z2,
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float x3, float y3, float z3,
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float r, float g, float b, float a
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) {
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// POSITION_COLOR format: ONLY position + color.
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vc.addVertex(mat, x0, y0, z0).setColor(r, g, b, a);
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vc.addVertex(mat, x1, y1, z1).setColor(r, g, b, a);
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vc.addVertex(mat, x2, y2, z2).setColor(r, g, b, a);
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vc.addVertex(mat, x3, y3, z3).setColor(r, g, b, a);
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}
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}
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