diff options
Diffstat (limited to 'src/main/kotlin/util/render/RenderCircleProgress.kt')
-rw-r--r-- | src/main/kotlin/util/render/RenderCircleProgress.kt | 140 |
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() + } } |