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Diffstat (limited to 'src/main/kotlin/util/render/RenderCircleProgress.kt')
-rw-r--r--src/main/kotlin/util/render/RenderCircleProgress.kt140
1 files changed, 69 insertions, 71 deletions
diff --git a/src/main/kotlin/util/render/RenderCircleProgress.kt b/src/main/kotlin/util/render/RenderCircleProgress.kt
index a2f42b5..9cc383c 100644
--- a/src/main/kotlin/util/render/RenderCircleProgress.kt
+++ b/src/main/kotlin/util/render/RenderCircleProgress.kt
@@ -1,4 +1,3 @@
-
package moe.nea.firmament.util.render
import com.mojang.blaze3d.systems.RenderSystem
@@ -9,7 +8,8 @@ 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.RenderLayer
+import net.minecraft.client.render.RenderPhase
import net.minecraft.client.render.Tessellator
import net.minecraft.client.render.VertexFormat.DrawMode
import net.minecraft.client.render.VertexFormats
@@ -17,79 +17,77 @@ 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),
- )
+ fun renderCircle(
+ drawContext: DrawContext,
+ texture: Identifier,
+ progress: Float,
+ u1: Float,
+ u2: Float,
+ v1: Float,
+ v2: Float,
+ ) {
+ RenderSystem.enableBlend()
+ drawContext.draw {
+ val bufferBuilder = it.getBuffer(RenderLayer.getGuiTexturedOverlay(texture))
+ val matrix: Matrix4f = drawContext.matrices.peek().positionMatrix
- 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)
- }
- }
+ 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),
+ )
- fun ilerp(f: Float): Float =
- ilerp(-1f, 1f, f)
+ 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)
+ }
+ }
- 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()
- }
+ 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()
+ }
+ }
+ RenderSystem.disableBlend()
+ }
}