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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.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
import net.minecraft.util.Identifier
object RenderCircleProgress {
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
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()
}
}
RenderSystem.disableBlend()
}
}
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