package com.anthonyhilyard.iceberg.util; import com.mojang.blaze3d.systems.RenderSystem; import net.minecraft.client.renderer.GameRenderer; import com.mojang.blaze3d.vertex.Tesselator; import com.mojang.blaze3d.vertex.BufferBuilder; import com.mojang.blaze3d.vertex.BufferUploader; import com.mojang.blaze3d.vertex.DefaultVertexFormat; import com.mojang.blaze3d.vertex.VertexFormat; import com.mojang.math.Matrix4f; public class GuiHelper { public static void drawGradientRect(Matrix4f mat, int zLevel, int left, int top, int right, int bottom, int startColor, int endColor) { RenderSystem.enableDepthTest(); RenderSystem.disableTexture(); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.setShader(GameRenderer::getPositionColorShader); Tesselator tessellator = Tesselator.getInstance(); BufferBuilder bufferBuilder = tessellator.getBuilder(); bufferBuilder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_COLOR); drawGradientRect(mat, bufferBuilder, left, top, right, bottom, zLevel, startColor, endColor); BufferUploader.drawWithShader(bufferBuilder.end()); RenderSystem.disableBlend(); RenderSystem.enableTexture(); } public static void drawGradientRect(Matrix4f mat, BufferBuilder bufferBuilder, int left, int top, int right, int bottom, int zLevel, int startColor, int endColor) { float startAlpha = (float)(startColor >> 24 & 255) / 255.0F; float startRed = (float)(startColor >> 16 & 255) / 255.0F; float startGreen = (float)(startColor >> 8 & 255) / 255.0F; float startBlue = (float)(startColor & 255) / 255.0F; float endAlpha = (float)(endColor >> 24 & 255) / 255.0F; float endRed = (float)(endColor >> 16 & 255) / 255.0F; float endGreen = (float)(endColor >> 8 & 255) / 255.0F; float endBlue = (float)(endColor & 255) / 255.0F; bufferBuilder.vertex(mat, right, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex(); bufferBuilder.vertex(mat, left, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex(); bufferBuilder.vertex(mat, left, bottom, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex(); bufferBuilder.vertex(mat, right, bottom, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex(); } public static void drawGradientRectHorizontal(Matrix4f mat, int zLevel, int left, int top, int right, int bottom, int startColor, int endColor) { float startAlpha = (float)(startColor >> 24 & 255) / 255.0F; float startRed = (float)(startColor >> 16 & 255) / 255.0F; float startGreen = (float)(startColor >> 8 & 255) / 255.0F; float startBlue = (float)(startColor & 255) / 255.0F; float endAlpha = (float)(endColor >> 24 & 255) / 255.0F; float endRed = (float)(endColor >> 16 & 255) / 255.0F; float endGreen = (float)(endColor >> 8 & 255) / 255.0F; float endBlue = (float)(endColor & 255) / 255.0F; RenderSystem.enableDepthTest(); RenderSystem.disableTexture(); RenderSystem.enableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.setShader(GameRenderer::getPositionColorShader); Tesselator tessellator = Tesselator.getInstance(); BufferBuilder buffer = tessellator.getBuilder(); buffer.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_COLOR); buffer.vertex(mat, right, top, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex(); buffer.vertex(mat, left, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex(); buffer.vertex(mat, left, bottom, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex(); buffer.vertex(mat, right, bottom, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex(); tessellator.end(); RenderSystem.disableBlend(); RenderSystem.enableTexture(); } }