1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
|
package com.anthonyhilyard.iceberg.util;
import net.minecraft.client.renderer.GameRenderer;
import com.mojang.blaze3d.systems.RenderSystem;
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.PoseStack;
import com.mojang.blaze3d.vertex.VertexFormat;
import org.joml.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.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();
}
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.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();
}
public static void blit(PoseStack poseStack, int x, int y, int width, int height, float texX, float texY, int texWidth, int texHeight, int fullWidth, int fullHeight) {
blit(poseStack, x, x + width, y, y + height, 0, texWidth, texHeight, texX, texY, fullWidth, fullHeight);
}
public static void blit(PoseStack poseStack, int x0, int x1, int y0, int y1, int z, int texWidth, int texHeight, float texX, float texY, int fullWidth, int fullHeight) {
innerBlit(poseStack, x0, x1, y0, y1, z, (texX + 0.0F) / (float)fullWidth, (texX + (float)texWidth) / (float)fullWidth, (texY + 0.0F) / (float)fullHeight, (texY + (float)texHeight) / (float)fullHeight);
}
private static void innerBlit(PoseStack poseStack, int x0, int x1, int y0, int y1, int z, float u0, float u1, float v0, float v1)
{
RenderSystem.setShader(GameRenderer::getPositionTexShader);
Matrix4f matrix4f = poseStack.last().pose();
BufferBuilder bufferbuilder = Tesselator.getInstance().getBuilder();
bufferbuilder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
bufferbuilder.vertex(matrix4f, (float)x0, (float)y0, (float)z).uv(u0, v0).endVertex();
bufferbuilder.vertex(matrix4f, (float)x0, (float)y1, (float)z).uv(u0, v1).endVertex();
bufferbuilder.vertex(matrix4f, (float)x1, (float)y1, (float)z).uv(u1, v1).endVertex();
bufferbuilder.vertex(matrix4f, (float)x1, (float)y0, (float)z).uv(u1, v0).endVertex();
BufferUploader.drawWithShader(bufferbuilder.end());
}
}
|