use of net.minecraft.util.math.Matrix4f in project Hypnotic-Client by Hypnotic-Development.
the class Radar method drawPointer.
private void drawPointer(MatrixStack matrixStack) {
Matrix4f matrix4f = matrixStack.peek().getPositionMatrix();
Color color1 = color.getColor();
RenderUtils.setup2DRender(false);
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
matrixStack.scale(2.5f, 2.5f, 2.5f);
matrixStack.translate(0, 1.5, 0);
bufferBuilder.begin(VertexFormat.DrawMode.QUADS, /*QUADS*/
VertexFormats.POSITION_COLOR);
bufferBuilder.vertex(matrix4f, 0, -4, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.vertex(matrix4f, -1, 0, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.vertex(matrix4f, 1, 0, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.vertex(matrix4f, 0, -4, 0).color(color1.getRed(), color1.getGreen(), color1.getBlue(), color1.getAlpha()).next();
bufferBuilder.end();
BufferRenderer.draw(bufferBuilder);
RenderUtils.end2DRender();
}
use of net.minecraft.util.math.Matrix4f in project Hypnotic-Client by Hypnotic-Development.
the class ESP method renderOutline.
void renderOutline(Entity e, Color color, MatrixStack stack) {
float red = color.getRed() / 255f;
float green = color.getGreen() / 255f;
float blue = color.getBlue() / 255f;
float alpha = color.getAlpha() / 255f;
Camera c = mc.gameRenderer.getCamera();
Vec3d camPos = c.getPos();
Vec3d start = e.getPos().subtract(camPos);
float x = (float) start.x;
float y = (float) start.y;
float z = (float) start.z;
double r = Math.toRadians(-c.getYaw() + 90);
float sin = (float) (Math.sin(r) * (e.getWidth() / 1.7));
float cos = (float) (Math.cos(r) * (e.getWidth() / 1.7));
stack.push();
Matrix4f matrix = stack.peek().getPositionMatrix();
BufferBuilder buffer = Tessellator.getInstance().getBuffer();
RenderSystem.setShader(GameRenderer::getPositionColorShader);
GL11.glDepthFunc(GL11.GL_ALWAYS);
RenderSystem.setShaderColor(1f, 1f, 1f, 1f);
RenderSystem.defaultBlendFunc();
RenderSystem.enableBlend();
buffer.begin(VertexFormat.DrawMode.DEBUG_LINES, VertexFormats.POSITION_COLOR);
buffer.vertex(matrix, x + sin, y, z + cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y, z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y, z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y + e.getHeight(), z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x - sin, y + e.getHeight(), z - cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x + sin, y + e.getHeight(), z + cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x + sin, y + e.getHeight(), z + cos).color(red, green, blue, alpha).next();
buffer.vertex(matrix, x + sin, y, z + cos).color(red, green, blue, alpha).next();
buffer.end();
BufferRenderer.draw(buffer);
GL11.glDepthFunc(GL11.GL_LEQUAL);
RenderSystem.disableBlend();
stack.pop();
}
use of net.minecraft.util.math.Matrix4f in project Paradise-Lost by devs-immortal.
the class InGameOverlayRendererMixin method renderInAercloudOverlay.
// Follows the same procedures as the renderUnderwaterOverlay method in the original class
private static void renderInAercloudOverlay(MinecraftClient minecraftClient, Block block, MatrixStack matrixStack) {
minecraftClient.getTextureManager().bindTexture(new Identifier("the_aether:textures/block/aercloud_overlay.png"));
// color[0] = red, color[1] = green, color[2] = blue
int[] color = rgbFromMaterialColor(block.getDefaultMaterialColor());
BufferBuilder bufferBuilder = Tessellator.getInstance().getBuffer();
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
// m and n move the overlay as the player rotates
float m = -minecraftClient.player.yaw / 256.0F;
float n = minecraftClient.player.pitch / 256.0F;
Matrix4f matrix4f = matrixStack.peek().getModel();
bufferBuilder.begin(7, VertexFormats.POSITION_COLOR_TEXTURE);
// The reason it's 255-color[n] is because this function calculates colors backwards.
bufferBuilder.vertex(matrix4f, -2.0F, -2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(4.0F + m, 4.0F + n).next();
bufferBuilder.vertex(matrix4f, 2.0F, -2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(0.0F + m, 4.0F + n).next();
bufferBuilder.vertex(matrix4f, 2.0F, 2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(0.0F + m, 0.0F + n).next();
bufferBuilder.vertex(matrix4f, -2.0F, 2.0F, -0.5F).color(255 - color[0], 255 - color[1], 255 - color[2], 0.4F).texture(4.0F + m, 0.0F + n).next();
bufferBuilder.end();
// Overlays it on the screen
BufferRenderer.draw(bufferBuilder);
RenderSystem.disableBlend();
}
use of net.minecraft.util.math.Matrix4f in project LittleMaidModelLoader-Fabric by SistrScarlet.
the class SmoothModelPart method renderSmoothCuboids.
private void renderSmoothCuboids(MatrixStack.Entry defaultEntry, MatrixStack.Entry childEntry, VertexConsumer vertexConsumer, int light, int overlay, float red, float green, float blue, float alpha) {
Matrix4f defaultPosMat = defaultEntry.getModel();
Matrix3f defaultNormal = defaultEntry.getNormal();
Matrix4f childPosMat = childEntry.getModel();
Matrix3f childNormal = childEntry.getNormal();
ObjectList<Cuboid> cuboids = ((ModelPartAccessor) this).getCuboids();
for (Cuboid cuboid : cuboids) {
Quad[] quads = ((CuboidAccessor) cuboid).getQuads();
// ここで値取ってこれと一致する頂点をーの方がいいかもね
int indexQ = 0;
for (Quad quad : quads) {
Direction quadDirection = getQuadDirection(indexQ++);
Vector3f defaultNormalVec = quad.direction.copy();
defaultNormalVec.transform(defaultNormal);
Vector3f smoothNormalVec = quad.direction.copy();
smoothNormalVec.transform(childNormal);
int indexV = 0;
for (Vertex vertex : quad.vertices) {
Vector4f posVec = new Vector4f(vertex.pos.getX() / 16.0F, vertex.pos.getY() / 16.0F, vertex.pos.getZ() / 16.0F, 1.0F);
if (shouldRotate(indexV++, quadDirection, direction)) {
posVec.transform(childPosMat);
vertexConsumer.vertex(posVec.getX(), posVec.getY(), posVec.getZ(), red, green, blue, alpha, vertex.u, vertex.v, overlay, light, smoothNormalVec.getX(), smoothNormalVec.getY(), smoothNormalVec.getZ());
} else {
posVec.transform(defaultPosMat);
vertexConsumer.vertex(posVec.getX(), posVec.getY(), posVec.getZ(), red, green, blue, alpha, vertex.u, vertex.v, overlay, light, defaultNormalVec.getX(), defaultNormalVec.getY(), defaultNormalVec.getZ());
}
}
}
}
}
use of net.minecraft.util.math.Matrix4f in project LittleMaidModelLoader-Fabric by SistrScarlet.
the class ModelRenderer method doRender.
private void doRender(MatrixStack.Entry matrixEntryIn, VertexConsumer bufferIn, int packedLightIn, int packedOverlayIn, float red, float green, float blue, float alpha) {
Matrix4f matrix4f = matrixEntryIn.getModel();
Matrix3f matrix3f = matrixEntryIn.getNormal();
for (ModelBoxBase modelBoxBase : this.cubeList) {
for (ModelBoxBase.TexturedQuad quad : modelBoxBase.quadList) {
// 互換性のためにnormalを@Nullableにしているため、ここで計算する
if (quad.normal == null) {
Vector3f n1 = quad.vertexPositions[0].position.copy();
Vector3f n2 = quad.vertexPositions[2].position.copy();
n1.subtract(quad.vertexPositions[1].position);
n2.subtract(quad.vertexPositions[1].position);
n2.cross(n1);
n2.normalize();
quad.normal = n2;
}
Vector3f normal = quad.normal.copy();
normal.transform(matrix3f);
float normalX = normal.getX();
float normalY = normal.getY();
float normalZ = normal.getZ();
for (int i = 0; i < 4; ++i) {
ModelBoxBase.PositionTextureVertex vertex = quad.vertexPositions[i];
float f3 = vertex.position.getX() / 16.0F;
float f4 = vertex.position.getY() / 16.0F;
float f5 = vertex.position.getZ() / 16.0F;
Vector4f vector4f = new Vector4f(f3, f4, f5, 1.0F);
vector4f.transform(matrix4f);
bufferIn.vertex(vector4f.getX(), vector4f.getY(), vector4f.getZ(), red, green, blue, alpha, vertex.textureU, vertex.textureV, packedOverlayIn, packedLightIn, normalX, normalY, normalZ);
}
}
}
}
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