Create/src/main/java/com/simibubi/create/foundation/gui/UIRenderHelper.java
2021-05-03 18:25:57 +02:00

260 lines
12 KiB
Java

package com.simibubi.create.foundation.gui;
import java.awt.Color;
import javax.annotation.Nonnull;
import org.lwjgl.opengl.GL11;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.systems.RenderSystem;
import com.simibubi.create.foundation.utility.ColorHelper;
import com.simibubi.create.foundation.utility.Couple;
import net.minecraft.client.MainWindow;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldVertexBufferUploader;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.shader.Framebuffer;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3f;
import net.minecraftforge.fml.client.gui.GuiUtils;
public class UIRenderHelper {
public static void enableStencil() {
RenderSystem.recordRenderCall(() -> Minecraft.getInstance().getFramebuffer().enableStencil());
}
public static Framebuffer framebuffer;
public static void init() {
RenderSystem.recordRenderCall(() -> {
MainWindow mainWindow = Minecraft.getInstance()
.getWindow();
framebuffer = new Framebuffer(mainWindow.getFramebufferWidth(), mainWindow.getFramebufferHeight(), true,
Minecraft.IS_RUNNING_ON_MAC);
framebuffer.setFramebufferColor(0, 0, 0, 0);
framebuffer.enableStencil();
});
}
public static void drawFramebuffer(float alpha) {
MainWindow window = Minecraft.getInstance()
.getWindow();
float vx = (float) window.getScaledWidth();
float vy = (float) window.getScaledHeight();
float tx = (float) framebuffer.framebufferWidth / (float) framebuffer.framebufferTextureWidth;
float ty = (float) framebuffer.framebufferHeight / (float) framebuffer.framebufferTextureHeight;
RenderSystem.enableTexture();
RenderSystem.enableDepthTest();
framebuffer.bindFramebufferTexture();
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
bufferbuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEXTURE);
bufferbuilder.vertex(0, vy, 0).color(1, 1, 1, alpha).texture(0, 0).endVertex();
bufferbuilder.vertex(vx, vy, 0).color(1, 1, 1, alpha).texture(tx, 0).endVertex();
bufferbuilder.vertex(vx, 0, 0).color(1, 1, 1, alpha).texture(tx, ty).endVertex();
bufferbuilder.vertex(0, 0, 0).color(1, 1, 1, alpha).texture(0, ty).endVertex();
tessellator.draw();
framebuffer.unbindFramebufferTexture();
}
public static void streak(MatrixStack ms, float angle, int x, int y, int breadth, int length) {streak(ms, angle, x, y, breadth, length, Theme.i(Theme.Key.STREAK));}
// angle in degrees; 0° -> fading to the right
// x and y specify the middle point of the starting edge
// breadth is the total width of the streak
public static void streak(MatrixStack ms, float angle, int x, int y, int breadth, int length, int color) {
int a1 = 0xa0 << 24;
int a2 = 0x80 << 24;
int a3 = 0x10 << 24;
int a4 = 0x00 << 24;
color = color & 0x00FFFFFF;
int c1 = a1 | color;
int c2 = a2 | color;
int c3 = a3 | color;
int c4 = a4 | color;
ms.push();
ms.translate(x, y, 0);
ms.multiply(Vector3f.POSITIVE_Z.getDegreesQuaternion(angle - 90));
streak(ms, breadth / 2, length, c1, c2, c3, c4);
ms.pop();
}
private static void streak(MatrixStack ms, int width, int height, int c1, int c2, int c3, int c4) {
double split1 = .5;
double split2 = .75;
Matrix4f model = ms.peek()
.getModel();
GuiUtils.drawGradientRect(model, 0, -width, 0, width, (int) (split1 * height), c1, c2);
GuiUtils.drawGradientRect(model, 0, -width, (int) (split1 * height), width, (int) (split2 * height), c2, c3);
GuiUtils.drawGradientRect(model, 0, -width, (int) (split2 * height), width, height, c3, c4);
}
/**
* @see #angledGradient(MatrixStack, float, int, int, int, int, int, int, int)
*/
public static void angledGradient(@Nonnull MatrixStack ms, float angle, int x, int y, int breadth, int length, Couple<Color> c) {
angledGradient(ms, angle, x, y, 0, breadth, length, c);
}
/**
* @see #angledGradient(MatrixStack, float, int, int, int, int, int, int, int)
*/
public static void angledGradient(@Nonnull MatrixStack ms, float angle, int x, int y, int z, int breadth, int length, Couple<Color> c) {
angledGradient(ms, angle, x, y, z, breadth, length, c.getFirst().getRGB(), c.getSecond().getRGB());
}
/**
* @see #angledGradient(MatrixStack, float, int, int, int, int, int, int, int)
*/
public static void angledGradient(@Nonnull MatrixStack ms, float angle, int x, int y, int breadth, int length, int color1, int color2) {
angledGradient(ms, angle, x, y, 0, breadth, length, color1, color2);
}
/**
* x and y specify the middle point of the starting edge
*
* @param angle the angle of the gradient in degrees; 0° means from left to right
* @param color1 the color at the starting edge
* @param color2 the color at the ending edge
* @param breadth the total width of the gradient
*/
public static void angledGradient(@Nonnull MatrixStack ms, float angle, int x, int y, int z, int breadth, int length, int color1, int color2) {
ms.push();
ms.translate(x, y, z);
ms.multiply(Vector3f.POSITIVE_Z.getDegreesQuaternion(angle - 90));
Matrix4f model = ms.peek().getModel();
int w = breadth / 2;
GuiUtils.drawGradientRect(model, 0, -w, 0, w, length, color1, color2);
ms.pop();
}
public static void breadcrumbArrow(MatrixStack matrixStack, int x, int y, int z, int width, int height, int indent, Couple<Color> colors) {breadcrumbArrow(matrixStack, x, y, z, width, height, indent, colors.getFirst().getRGB(), colors.getSecond().getRGB());}
// draws a wide chevron-style breadcrumb arrow pointing left
public static void breadcrumbArrow(MatrixStack matrixStack, int x, int y, int z, int width, int height, int indent, int startColor, int endColor) {
matrixStack.push();
matrixStack.translate(x - indent, y, z);
breadcrumbArrow(matrixStack, width, height, indent, startColor, endColor);
matrixStack.pop();
}
private static void breadcrumbArrow(MatrixStack ms, int width, int height, int indent, int c1, int c2) {
/*
* 0,0 x1,y1 ********************* x4,y4 ***** x7,y7
* **** ****
* **** ****
* x0,y0 x2,y2 x5,y5
* **** ****
* **** ****
* x3,y3 ********************* x6,y6 ***** x8,y8
*
*/
float x0 = 0, y0 = height / 2f;
float x1 = indent, y1 = 0;
float x2 = indent, y2 = height / 2f;
float x3 = indent, y3 = height;
float x4 = width, y4 = 0;
float x5 = width, y5 = height / 2f;
float x6 = width, y6 = height;
float x7 = indent + width, y7 = 0;
float x8 = indent + width, y8 = height;
indent = Math.abs(indent);
width = Math.abs(width);
int fc1 = ColorHelper.mixAlphaColors(c1, c2, 0);
int fc2 = ColorHelper.mixAlphaColors(c1, c2, (indent) / (width + 2f * indent));
int fc3 = ColorHelper.mixAlphaColors(c1, c2, (indent + width) / (width + 2f * indent));
int fc4 = ColorHelper.mixAlphaColors(c1, c2, 1);
RenderSystem.disableTexture();
RenderSystem.enableBlend();
RenderSystem.disableCull();
RenderSystem.disableAlphaTest();
RenderSystem.defaultBlendFunc();
RenderSystem.shadeModel(GL11.GL_SMOOTH);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferbuilder = tessellator.getBuffer();
Matrix4f model = ms.peek().getModel();
bufferbuilder.begin(GL11.GL_TRIANGLES, DefaultVertexFormats.POSITION_COLOR);
bufferbuilder.vertex(model, x0, y0, 0).color(fc1 >> 16 & 0xFF, fc1 >> 8 & 0xFF, fc1 & 0xFF, fc1 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x1, y1, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x2, y2, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x0, y0, 0).color(fc1 >> 16 & 0xFF, fc1 >> 8 & 0xFF, fc1 & 0xFF, fc1 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x2, y2, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x3, y3, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x3, y3, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x1, y1, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x4, y4, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x3, y3, 0).color(fc2 >> 16 & 0xFF, fc2 >> 8 & 0xFF, fc2 & 0xFF, fc2 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x4, y4, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x6, y6, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x5, y5, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x4, y4, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x7, y7, 0).color(fc4 >> 16 & 0xFF, fc4 >> 8 & 0xFF, fc4 & 0xFF, fc4 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x6, y6, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x5, y5, 0).color(fc3 >> 16 & 0xFF, fc3 >> 8 & 0xFF, fc3 & 0xFF, fc3 >> 24 & 0xFF).endVertex();
bufferbuilder.vertex(model, x8, y8, 0).color(fc4 >> 16 & 0xFF, fc4 >> 8 & 0xFF, fc4 & 0xFF, fc4 >> 24 & 0xFF).endVertex();
tessellator.draw();
RenderSystem.shadeModel(GL11.GL_FLAT);
RenderSystem.disableBlend();
RenderSystem.enableCull();
RenderSystem.enableAlphaTest();
RenderSystem.enableTexture();
}
//just like AbstractGui#drawTexture, but with a color at every vertex
public static void drawColoredTexture(MatrixStack ms, Color c, int x, int y, int tex_left, int tex_top, int width, int height) {
drawColoredTexture(ms, c, x, y, 0, (float) tex_left, (float) tex_top, width, height, 256, 256);
}
public static void drawColoredTexture(MatrixStack ms, Color c, int x, int y, int z, float tex_left, float tex_top, int width, int height, int sheet_width, int sheet_height) {
drawColoredTexture(ms, c, x, x + width, y, y + height, z, width, height, tex_left, tex_top, sheet_width, sheet_height);
}
private static void drawColoredTexture(MatrixStack ms, Color c, int left, int right, int top, int bot, int z, int tex_width, int tex_height, float tex_left, float tex_top, int sheet_width, int sheet_height) {
drawTexturedQuad(ms.peek().getModel(), c, left, right, top, bot, z, (tex_left + 0.0F) / (float) sheet_width, (tex_left + (float) tex_width) / (float) sheet_width, (tex_top + 0.0F) / (float) sheet_height, (tex_top + (float) tex_height) / (float) sheet_height);
}
private static void drawTexturedQuad(Matrix4f m, Color c, int left, int right, int top, int bot, int z, float u1, float u2, float v1, float v2) {
RenderSystem.enableBlend();
BufferBuilder bufferbuilder = Tessellator.getInstance().getBuffer();
bufferbuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEXTURE);
bufferbuilder.vertex(m, (float) left , (float) bot, (float) z).color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha()).texture(u1, v2).endVertex();
bufferbuilder.vertex(m, (float) right, (float) bot, (float) z).color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha()).texture(u2, v2).endVertex();
bufferbuilder.vertex(m, (float) right, (float) top, (float) z).color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha()).texture(u2, v1).endVertex();
bufferbuilder.vertex(m, (float) left , (float) top, (float) z).color(c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha()).texture(u1, v1).endVertex();
bufferbuilder.finishDrawing();
RenderSystem.enableAlphaTest();
WorldVertexBufferUploader.draw(bufferbuilder);
}
}