package net.minecraft.client.renderer; import com.mojang.blaze3d.systems.RenderSystem; import com.mojang.blaze3d.vertex.BufferBuilder; import com.mojang.blaze3d.vertex.BufferUploader; import com.mojang.blaze3d.vertex.DefaultVertexFormat; import com.mojang.blaze3d.vertex.MeshData; import com.mojang.blaze3d.vertex.Tesselator; import com.mojang.blaze3d.vertex.VertexFormat.Mode; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; import net.minecraft.Util; import net.minecraft.client.Minecraft; import net.minecraft.resources.ResourceLocation; import net.minecraft.util.ARGB; import net.minecraft.util.Mth; import net.minecraft.world.level.border.WorldBorder; import net.minecraft.world.phys.Vec3; @Environment(EnvType.CLIENT) public class WorldBorderRenderer { public static final ResourceLocation FORCEFIELD_LOCATION = ResourceLocation.withDefaultNamespace("textures/misc/forcefield.png"); public void render(WorldBorder worldBorder, Vec3 cameraPosition, double renderDistance, double farPlaneDepth) { double d = worldBorder.getMinX(); double e = worldBorder.getMaxX(); double f = worldBorder.getMinZ(); double g = worldBorder.getMaxZ(); if (!(cameraPosition.x < e - renderDistance) || !(cameraPosition.x > d + renderDistance) || !(cameraPosition.z < g - renderDistance) || !(cameraPosition.z > f + renderDistance)) { double h = 1.0 - worldBorder.getDistanceToBorder(cameraPosition.x, cameraPosition.z) / renderDistance; h = Math.pow(h, 4.0); h = Mth.clamp(h, 0.0, 1.0); double i = cameraPosition.x; double j = cameraPosition.z; float k = (float)farPlaneDepth; RenderType renderType = RenderType.worldBorder(Minecraft.useShaderTransparency()); renderType.setupRenderState(); int l = worldBorder.getStatus().getColor(); float m = ARGB.red(l) / 255.0F; float n = ARGB.green(l) / 255.0F; float o = ARGB.blue(l) / 255.0F; RenderSystem.setShaderColor(m, n, o, (float)h); float p = (float)(Util.getMillis() % 3000L) / 3000.0F; float q = (float)(-Mth.frac(cameraPosition.y * 0.5)); float r = q + k; BufferBuilder bufferBuilder = Tesselator.getInstance().begin(Mode.QUADS, DefaultVertexFormat.POSITION_TEX); double s = Math.max(Mth.floor(j - renderDistance), f); double t = Math.min(Mth.ceil(j + renderDistance), g); float u = (Mth.floor(s) & 1) * 0.5F; if (i > e - renderDistance) { float v = u; for (double w = s; w < t; v += 0.5F) { double x = Math.min(1.0, t - w); float y = (float)x * 0.5F; bufferBuilder.addVertex((float)(e - i), -k, (float)(w - j)).setUv(p - v, p + r); bufferBuilder.addVertex((float)(e - i), -k, (float)(w + x - j)).setUv(p - (y + v), p + r); bufferBuilder.addVertex((float)(e - i), k, (float)(w + x - j)).setUv(p - (y + v), p + q); bufferBuilder.addVertex((float)(e - i), k, (float)(w - j)).setUv(p - v, p + q); w++; } } if (i < d + renderDistance) { float v = u; for (double w = s; w < t; v += 0.5F) { double x = Math.min(1.0, t - w); float y = (float)x * 0.5F; bufferBuilder.addVertex((float)(d - i), -k, (float)(w - j)).setUv(p + v, p + r); bufferBuilder.addVertex((float)(d - i), -k, (float)(w + x - j)).setUv(p + y + v, p + r); bufferBuilder.addVertex((float)(d - i), k, (float)(w + x - j)).setUv(p + y + v, p + q); bufferBuilder.addVertex((float)(d - i), k, (float)(w - j)).setUv(p + v, p + q); w++; } } s = Math.max(Mth.floor(i - renderDistance), d); t = Math.min(Mth.ceil(i + renderDistance), e); u = (Mth.floor(s) & 1) * 0.5F; if (j > g - renderDistance) { float v = u; for (double w = s; w < t; v += 0.5F) { double x = Math.min(1.0, t - w); float y = (float)x * 0.5F; bufferBuilder.addVertex((float)(w - i), -k, (float)(g - j)).setUv(p + v, p + r); bufferBuilder.addVertex((float)(w + x - i), -k, (float)(g - j)).setUv(p + y + v, p + r); bufferBuilder.addVertex((float)(w + x - i), k, (float)(g - j)).setUv(p + y + v, p + q); bufferBuilder.addVertex((float)(w - i), k, (float)(g - j)).setUv(p + v, p + q); w++; } } if (j < f + renderDistance) { float v = u; for (double w = s; w < t; v += 0.5F) { double x = Math.min(1.0, t - w); float y = (float)x * 0.5F; bufferBuilder.addVertex((float)(w - i), -k, (float)(f - j)).setUv(p - v, p + r); bufferBuilder.addVertex((float)(w + x - i), -k, (float)(f - j)).setUv(p - (y + v), p + r); bufferBuilder.addVertex((float)(w + x - i), k, (float)(f - j)).setUv(p - (y + v), p + q); bufferBuilder.addVertex((float)(w - i), k, (float)(f - j)).setUv(p - v, p + q); w++; } } MeshData meshData = bufferBuilder.build(); if (meshData != null) { BufferUploader.drawWithShader(meshData); } renderType.clearRenderState(); RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F); } } }