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-rw-r--r--src/main/kotlin/util/render/RenderCircleProgress.kt95
1 files changed, 95 insertions, 0 deletions
diff --git a/src/main/kotlin/util/render/RenderCircleProgress.kt b/src/main/kotlin/util/render/RenderCircleProgress.kt
new file mode 100644
index 0000000..a2f42b5
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+++ b/src/main/kotlin/util/render/RenderCircleProgress.kt
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+
+package moe.nea.firmament.util.render
+
+import com.mojang.blaze3d.systems.RenderSystem
+import io.github.notenoughupdates.moulconfig.platform.next
+import org.joml.Matrix4f
+import org.joml.Vector2f
+import kotlin.math.atan2
+import kotlin.math.tan
+import net.minecraft.client.gui.DrawContext
+import net.minecraft.client.render.BufferRenderer
+import net.minecraft.client.render.GameRenderer
+import net.minecraft.client.render.Tessellator
+import net.minecraft.client.render.VertexFormat.DrawMode
+import net.minecraft.client.render.VertexFormats
+import net.minecraft.util.Identifier
+
+object RenderCircleProgress {
+
+ fun renderCircle(
+ drawContext: DrawContext,
+ texture: Identifier,
+ progress: Float,
+ u1: Float,
+ u2: Float,
+ v1: Float,
+ v2: Float,
+ ) {
+ RenderSystem.setShaderTexture(0, texture)
+ RenderSystem.setShader(GameRenderer::getPositionTexColorProgram)
+ RenderSystem.enableBlend()
+ val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix
+ val bufferBuilder = Tessellator.getInstance().begin(DrawMode.TRIANGLES, VertexFormats.POSITION_TEXTURE_COLOR)
+
+ val corners = listOf(
+ Vector2f(0F, -1F),
+ Vector2f(1F, -1F),
+ Vector2f(1F, 0F),
+ Vector2f(1F, 1F),
+ Vector2f(0F, 1F),
+ Vector2f(-1F, 1F),
+ Vector2f(-1F, 0F),
+ Vector2f(-1F, -1F),
+ )
+
+ for (i in (0 until 8)) {
+ if (progress < i / 8F) {
+ break
+ }
+ val second = corners[(i + 1) % 8]
+ val first = corners[i]
+ if (progress <= (i + 1) / 8F) {
+ val internalProgress = 1 - (progress - i / 8F) * 8F
+ val angle = lerpAngle(
+ atan2(second.y, second.x),
+ atan2(first.y, first.x),
+ internalProgress
+ )
+ if (angle < tau / 8 || angle >= tau * 7 / 8) {
+ second.set(1F, tan(angle))
+ } else if (angle < tau * 3 / 8) {
+ second.set(1 / tan(angle), 1F)
+ } else if (angle < tau * 5 / 8) {
+ second.set(-1F, -tan(angle))
+ } else {
+ second.set(-1 / tan(angle), -1F)
+ }
+ }
+
+ fun ilerp(f: Float): Float =
+ ilerp(-1f, 1f, f)
+
+ bufferBuilder
+ .vertex(matrix, second.x, second.y, 0F)
+ .texture(lerp(u1, u2, ilerp(second.x)), lerp(v1, v2, ilerp(second.y)))
+ .color(-1)
+ .next()
+ bufferBuilder
+ .vertex(matrix, first.x, first.y, 0F)
+ .texture(lerp(u1, u2, ilerp(first.x)), lerp(v1, v2, ilerp(first.y)))
+ .color(-1)
+ .next()
+ bufferBuilder
+ .vertex(matrix, 0F, 0F, 0F)
+ .texture(lerp(u1, u2, ilerp(0F)), lerp(v1, v2, ilerp(0F)))
+ .color(-1)
+ .next()
+ }
+ BufferRenderer.drawWithGlobalProgram(bufferBuilder.end())
+ RenderSystem.disableBlend()
+ }
+
+
+
+}