Created
August 11, 2015 22:23
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try { | |
GL11.glPushAttrib(GL11.GL_ENABLE_BIT); | |
GL11.glDepthMask(false); | |
GL11.glPushMatrix(); | |
GL11.glEnable(GL11.GL_BLEND); | |
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); | |
// just white | |
float cyclePosition = 0.0F; | |
float red = Colour.WHITE_40.R + (Colour.BLACK_40.R - Colour.WHITE_40.R) * cyclePosition; | |
float green = Colour.WHITE_40.R + (Colour.BLACK_40.G - Colour.WHITE_40.G) * cyclePosition; | |
float blue = Colour.WHITE_40.R + (Colour.BLACK_40.B - Colour.WHITE_40.B) * cyclePosition; | |
GL11.glColor4f(red, green, blue, Colour.BLACK_40.A); | |
GL11.glLineWidth(2.0F); | |
GL11.glDisable(GL11.GL_TEXTURE_2D); | |
double expandDistance = 0.002F; | |
Vec3 playerOrigin = player.getPositionEyes(partialTick);//.subtract(0.0, player.getEyeHeight(), 0.0); | |
GlStateManager.translate(0.0F, player.getEyeHeight(), 0.0F); // put [0,0,0] at eye height | |
for (BlockPos block : renderInfo.currentlySelectedBlocks) { | |
AxisAlignedBB boundingBox = new AxisAlignedBB(block, block.add(1, 1, 1)); | |
boundingBox = boundingBox.expand(expandDistance, expandDistance, expandDistance).offset(-playerOrigin.xCoord, -playerOrigin.yCoord, -playerOrigin.zCoord); | |
switch (SELECTION_BOX_STYLE) { | |
case 0: { | |
SelectionBoxRenderer.drawCube(boundingBox); | |
break; | |
} | |
} | |
} | |
} finally { | |
GL11.glPopMatrix(); | |
GL11.glDepthMask(true); | |
GL11.glPopAttrib(); | |
} | |
public class SelectionBoxRenderer { | |
public static void drawConnectingLine(double x1, double y1, double z1, double x2, double y2, double z2) | |
{ | |
Tessellator tessellator = Tessellator.getInstance(); | |
WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
worldRenderer.startDrawing(GL11.GL_LINES); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x2, y2, z2); | |
tessellator.draw(); | |
} | |
public static void drawCube(AxisAlignedBB cube) { | |
double xa = cube.minX; | |
double xb = cube.maxX; | |
double ya = cube.minY; | |
double yb = cube.maxY; | |
double za = cube.minZ; | |
double zb = cube.maxZ; | |
// OpenGLdebugging.dumpAllIsEnabled(); | |
Tessellator tessellator = Tessellator.getInstance(); | |
WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
worldRenderer.startDrawing(GL11.GL_LINE_STRIP); | |
worldRenderer.addVertex(xa, ya, za); | |
worldRenderer.addVertex(xa, yb, za); | |
worldRenderer.addVertex(xb, yb, za); | |
worldRenderer.addVertex(xb, ya, za); | |
worldRenderer.addVertex(xa, ya, za); | |
worldRenderer.addVertex(xa, ya, zb); | |
worldRenderer.addVertex(xa, yb, zb); | |
worldRenderer.addVertex(xb, yb, zb); | |
worldRenderer.addVertex(xb, ya, zb); | |
worldRenderer.addVertex(xa, ya, zb); | |
tessellator.draw(); | |
worldRenderer.startDrawing(GL11.GL_LINES); | |
worldRenderer.addVertex(xa, ya, za); | |
worldRenderer.addVertex(xa, ya, zb); | |
worldRenderer.addVertex(xa, yb, za); | |
worldRenderer.addVertex(xa, yb, zb); | |
worldRenderer.addVertex(xb, ya, za); | |
worldRenderer.addVertex(xb, ya, zb); | |
worldRenderer.addVertex(xb, yb, za); | |
worldRenderer.addVertex(xb, yb, zb); | |
tessellator.draw(); | |
} | |
public static void drawBoxWithCross(double x1, double x2, double x3, double x4, | |
double y1, double y2, double y3, double y4, | |
double z1, double z2, double z3, double z4) | |
{ | |
Tessellator tessellator = Tessellator.getInstance(); | |
WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
worldRenderer.startDrawing(GL11.GL_LINE_STRIP); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x4, y4, z4); | |
worldRenderer.addVertex(x1, y1, z1); | |
tessellator.draw(); | |
worldRenderer.startDrawing(GL11.GL_LINES); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x4, y4, z4); | |
tessellator.draw(); | |
} | |
/** | |
* Use the following order: anticlockwise from bottom right: x1, x2, x3, x4 | |
* @param highlightedSide | |
*/ | |
public static void drawTranslucentBoxWithHighlightedSide(double x1, double x2, double x3, double x4, | |
double y1, double y2, double y3, double y4, | |
double z1, double z2, double z3, double z4, | |
int highlightedSide) | |
{ | |
Tessellator tessellator = Tessellator.getInstance(); | |
WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
GL11.glDisable(GL11.GL_LIGHTING); | |
GL11.glDisable(GL11.GL_CULL_FACE); | |
GL11.glEnable(GL11.GL_BLEND); | |
GL11.glDisable(GL11.GL_TEXTURE_2D); | |
GL11.glDepthMask(true); | |
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); | |
worldRenderer.startDrawingQuads(); | |
worldRenderer.setColorRGBA_F(0.0F, 1.0F, 0.0F, 0.2F); | |
// tessellator.setBrightness(this.brightnessTopLeft); | |
float u1 = 1.0F; | |
float u2 = 1.0F; | |
float u3 = 0.0F; | |
float u4 = 0.0F; | |
float v1 = 1.0F; | |
float v2 = 0.0F; | |
float v3 = 0.0F; | |
float v4 = 1.0F; | |
worldRenderer.addVertexWithUV(x1, y1, z1, u1, v1); | |
worldRenderer.addVertexWithUV(x2, y2, z2, u2, v2); | |
worldRenderer.addVertexWithUV(x3, y3, z3, u3, v3); | |
worldRenderer.addVertexWithUV(x4, y4, z4, u4, v4); | |
worldRenderer.addVertexWithUV(x1, y1, z1, u1, v1); | |
tessellator.draw(); | |
} | |
public static void setDrawColour(Colour colour) | |
{ | |
GL11.glColor4f(colour.R, colour.G, colour.B, colour.A); | |
} | |
/** | |
* Draws a rectangle with a superimposed cross using the given coordinates, anticlockwise from x1 to x4. | |
* @param highlight - true if this face should be highlighted | |
* @param alternateHighlightColour - if true, and highlight is true, then use the alternate colour for highlighting | |
*/ | |
public static void drawTransparentRectWithCrossHighlight(double x1, double x2, double x3, double x4, | |
double y1, double y2, double y3, double y4, | |
double z1, double z2, double z3, double z4, | |
boolean highlight, boolean alternateHighlightColour) | |
{ | |
Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
if (highlight) { | |
if (alternateHighlightColour) { | |
setDrawColour(Colour.YELLOW_20); | |
} else { | |
setDrawColour(Colour.GREENYELLOW_20); | |
} | |
} else { | |
setDrawColour(Colour.GREEN_20); | |
} | |
worldRenderer.startDrawingQuads(); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x4, y4, z4); | |
worldRenderer.addVertex(x1, y1, z1); | |
tessellator.draw(); | |
if (highlight) { | |
setDrawColour(Colour.WHITE_40); | |
GL11.glLineWidth(4.0F); | |
} else { | |
setDrawColour(Colour.BLACK_40); | |
GL11.glLineWidth(2.0F); | |
} | |
worldRenderer.startDrawing(GL11.GL_LINE_STRIP); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x4, y4, z4); | |
worldRenderer.addVertex(x1, y1, z1); | |
tessellator.draw(); | |
worldRenderer.startDrawing(GL11.GL_LINES); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x4, y4, z4); | |
tessellator.draw(); | |
} | |
/** | |
* Draws a rectangle with a superimposed cross using the given coordinates, anticlockwise from x1 to x4. | |
* @param highlight - true if this face should be highlighted | |
* @param alternateHighlightColour - if true, and highlight is true, then use the alternate colour for highlighting | |
* @param cross - if true, draw the cross lines in addition to the rect outline | |
*/ | |
public static void drawTransparentRect(double x1, double x2, double x3, double x4, | |
double y1, double y2, double y3, double y4, | |
double z1, double z2, double z3, double z4, | |
boolean highlight, boolean alternateHighlightColour, boolean cross) | |
{ | |
Tessellator tessellator = Tessellator.getInstance(); | |
WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
if (highlight) { | |
if (alternateHighlightColour) { | |
setDrawColour(Colour.YELLOW_20); | |
} else { | |
setDrawColour(Colour.GREENYELLOW_20); | |
} | |
} else { | |
setDrawColour(Colour.GREEN_20); | |
} | |
worldRenderer.startDrawingQuads(); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x4, y4, z4); | |
worldRenderer.addVertex(x1, y1, z1); | |
tessellator.draw(); | |
if (highlight) { | |
setDrawColour(Colour.WHITE_40); | |
GL11.glLineWidth(4.0F); | |
} else { | |
setDrawColour(Colour.BLACK_40); | |
GL11.glLineWidth(2.0F); | |
} | |
worldRenderer.startDrawing(GL11.GL_LINE_STRIP); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x4, y4, z4); | |
worldRenderer.addVertex(x1, y1, z1); | |
tessellator.draw(); | |
if (cross) { | |
worldRenderer.startDrawing(GL11.GL_LINES); | |
worldRenderer.addVertex(x1, y1, z1); | |
worldRenderer.addVertex(x3, y3, z3); | |
worldRenderer.addVertex(x2, y2, z2); | |
worldRenderer.addVertex(x4, y4, z4); | |
tessellator.draw(); | |
} | |
} | |
/** | |
* Draw the given cube, rendering the selectedSide differently. Only draw the "cross" outline on those sides facing the viewer [0,0,0] - or if the viewer is inside the box. | |
* @param cube | |
* @param selectedSide as per UsefulConstants.FACE_XPOS, including NONE and ALL | |
* @param dragging - true is the player has grabbed a side and is dragging it | |
*/ | |
public static void drawFilledCubeWithSelectedSide(AxisAlignedBB cube, int selectedSide, boolean dragging) | |
{ | |
GL11.glDisable(GL11.GL_LIGHTING); | |
GL11.glEnable(GL11.GL_BLEND); | |
GL11.glDisable(GL11.GL_TEXTURE_2D); | |
GL11.glDisable(GL11.GL_CULL_FACE); | |
GL11.glDepthMask(true); | |
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); | |
double xa = cube.minX; | |
double xb = cube.maxX; | |
double ya = cube.minY; | |
double yb = cube.maxY; | |
double za = cube.minZ; | |
double zb = cube.maxZ; | |
// faces must be rendered in a specific order to make sure the transparent sides correctly (further must render first otherwise depth mapping will hide the rear faces) | |
// (1) rearmost faces first | |
// (2) "middle" faces next (where the viewer is between the two sides of the cube along that axis) | |
// (3) frontmost faces last | |
int [] faceRenderOrder = new int[6]; | |
int relativeXpos = 0; | |
if (xa > 0) { | |
relativeXpos = -1; | |
} else if (xb < 0) { | |
relativeXpos = 1; | |
} | |
faceRenderOrder[UsefulConstants.FACE_XNEG] = relativeXpos; | |
faceRenderOrder[UsefulConstants.FACE_XPOS] = -relativeXpos; | |
int relativeYpos = 0; | |
if (ya > 0) { | |
relativeYpos = -1; | |
} else if (yb < 0) { | |
relativeYpos = 1; | |
} | |
faceRenderOrder[UsefulConstants.FACE_YNEG] = relativeYpos; | |
faceRenderOrder[UsefulConstants.FACE_YPOS] = -relativeYpos; | |
int relativeZpos = 0; | |
if (za > 0) { | |
relativeZpos = -1; | |
} else if (zb < 0) { | |
relativeZpos = 1; | |
} | |
faceRenderOrder[UsefulConstants.FACE_ZNEG] = relativeZpos; | |
faceRenderOrder[UsefulConstants.FACE_ZPOS] = -relativeZpos; | |
for (int relpos = 1; relpos >= -1; --relpos) { | |
boolean drawCross = (relpos == -1) || (relativeXpos == 0 && relativeYpos == 0 && relativeZpos == 0); | |
for (int side = 0; side <= 5; ++side) { | |
if (faceRenderOrder[side] == relpos) { | |
boolean highlightThisSide = selectedSide == side || selectedSide == UsefulConstants.FACE_ALL; | |
switch(side) { | |
case UsefulConstants.FACE_XNEG: { | |
drawTransparentRect(xa, xa, xa, xa, ya, ya, yb, yb, za, zb, zb, za, highlightThisSide, dragging, drawCross); | |
break; | |
} | |
case UsefulConstants.FACE_XPOS: { | |
drawTransparentRect(xb, xb, xb, xb, ya, ya, yb, yb, za, zb, zb, za, highlightThisSide, dragging, drawCross); | |
break; | |
} | |
case UsefulConstants.FACE_YNEG: { | |
drawTransparentRect(xa, xa, xb, xb, ya, ya, ya, ya, za, zb, zb, za, highlightThisSide, dragging, drawCross); | |
break; | |
} | |
case UsefulConstants.FACE_YPOS: { | |
drawTransparentRect(xa, xa, xb, xb, yb, yb, yb, yb, za, zb, zb, za, highlightThisSide, dragging, drawCross); | |
break; | |
} | |
case UsefulConstants.FACE_ZNEG: { | |
drawTransparentRect(xa, xa, xb, xb, ya, yb, yb, ya, za, za, za, za, highlightThisSide, dragging, drawCross); | |
break; | |
} | |
case UsefulConstants.FACE_ZPOS: { | |
drawTransparentRect(xa, xa, xb, xb, ya, yb, yb, ya, zb, zb, zb, zb, highlightThisSide, dragging, drawCross); | |
break; | |
} | |
} | |
} // if (faceRenderOrder) | |
} // for (side) | |
} // for(relpos) | |
} | |
public static void drawFilledCube(AxisAlignedBB cube) | |
{ | |
double xa = cube.minX; | |
double xb = cube.maxX; | |
double ya = cube.minY; | |
double yb = cube.maxY; | |
double za = cube.minZ; | |
double zb = cube.maxZ; | |
drawBoxWithCross(xa, xa, xa, xa, ya, ya, yb, yb, za, zb, zb, za); | |
drawBoxWithCross(xb, xb, xb, xb, ya, ya, yb, yb, za, zb, zb, za); | |
drawBoxWithCross(xa, xa, xb, xb, ya, ya, ya, ya, za, zb, zb, za); | |
drawBoxWithCross(xa, xa, xb, xb, yb, yb, yb, yb, za, zb, zb, za); | |
drawBoxWithCross(xa, xa, xb, xb, ya, yb, yb, ya, za, za, za, za); | |
drawBoxWithCross(xa, xa, xb, xb, ya, yb, yb, ya, zb, zb, zb, zb); | |
/* | |
Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldRenderer = tessellator.getWorldRenderer(); | |
tessellator.startDrawing(GL11.GL_LINE_STRIP); | |
tessellator.addVertex(cube.minX, cube.minY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.minY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.minY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.minY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.minY, cube.minZ); | |
tessellator.draw(); | |
tessellator.startDrawing(GL11.GL_LINE_STRIP); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.maxY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.maxY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.minZ); | |
tessellator.draw(); | |
tessellator.startDrawing(GL11.GL_LINES); | |
tessellator.addVertex(cube.minX, cube.minY, cube.minZ); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.minY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.maxY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.minY, cube.maxZ); | |
tessellator.addVertex(cube.maxX, cube.maxY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.minY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.minY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.maxY, cube.maxZ); | |
tessellator.addVertex(cube.maxX, cube.minY, cube.minZ); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.maxY, cube.minZ); | |
tessellator.addVertex(cube.maxX, cube.minY, cube.maxZ); | |
tessellator.addVertex(cube.minX, cube.minY, cube.maxZ); | |
tessellator.addVertex(cube.maxX, cube.maxY, cube.minZ); | |
tessellator.draw(); | |
*/ | |
} | |
} |
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