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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();
drawGradientRect(mat, bufferBuilder, left, top, right, bottom, zLevel, startColor, endColor);
bufferBuilder.end();
BufferUploader.end(bufferBuilder);
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 bufferBuilder = tessellator.getBuilder();
bufferBuilder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_COLOR);
bufferBuilder.vertex(mat, right, top, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex();
bufferBuilder.vertex(mat, left, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex();
bufferBuilder.vertex(mat, left, bottom, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex();
bufferBuilder.vertex(mat, right, bottom, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex();
tessellator.end();
RenderSystem.disableBlend();
RenderSystem.enableTexture();
}
}
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