package cc.polyfrost.oneconfig.internal.gui; import cc.polyfrost.oneconfig.events.EventManager; import cc.polyfrost.oneconfig.events.event.RenderEvent; import cc.polyfrost.oneconfig.events.event.ScreenOpenEvent; import cc.polyfrost.oneconfig.events.event.Stage; import cc.polyfrost.oneconfig.gui.OneConfigGui; import cc.polyfrost.oneconfig.internal.config.Preferences; import cc.polyfrost.oneconfig.internal.mixin.ShaderGroupAccessor; import cc.polyfrost.oneconfig.libs.universal.UMinecraft; import cc.polyfrost.oneconfig.libs.universal.UScreen; import cc.polyfrost.oneconfig.libs.eventbus.Subscribe; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiScreen; import net.minecraft.client.shader.Shader; import net.minecraft.client.shader.ShaderUniform; import net.minecraft.util.ResourceLocation; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; import java.util.List; /** * An implementation of the BlurMC mod by tterrag1098. *

* For the original source see ... * For the public license, see ... *

* License available under ... * * @author tterrag1098, boomboompower *

* Taken from ToggleChat * ... */ public class BlurHandler { public static BlurHandler INSTANCE = new BlurHandler(); private final ResourceLocation blurShader = new ResourceLocation("shaders/post/fade_in_blur.json"); private final Logger logger = LogManager.getLogger("OneConfig - Blur"); private long start; private float lastProgress = 0; /** * Simply initializes the blur mod so events are properly handled by forge. */ public void load() { EventManager.INSTANCE.register(this); } @Subscribe private void onGuiChange(ScreenOpenEvent event) { reloadBlur(event.screen); } @Subscribe private void onRenderTick(RenderEvent event) { if (event.stage != Stage.END) { return; } // Only blur on our own menus if (UScreen.getCurrentScreen() == null) { return; } // Only update the shader if one is active if (!UMinecraft.getMinecraft().entityRenderer.isShaderActive()) { return; } float progress = getBlurStrengthProgress(); // If the new progress value matches the old one this // will skip the frame update, which (hopefully) resolves the issue // with the heavy computations after the "animation" is complete. if (progress == this.lastProgress) { return; } // Store it for the next iteration! this.lastProgress = progress; // This is hilariously bad, and could cause frame issues on low-end computers. // Why is this being computed every tick? Surely there is a better way? // This needs to be optimized. try { final List listShaders = ((ShaderGroupAccessor) Minecraft.getMinecraft().entityRenderer.getShaderGroup()).getListShaders(); // Should not happen. Something bad happened. if (listShaders == null) { return; } // Iterate through the list of shaders. for (Shader shader : listShaders) { ShaderUniform su = shader.getShaderManager().getShaderUniform("Progress"); if (su == null) { continue; } // All this for this. su.set(progress); } } catch (IllegalArgumentException ex) { this.logger.error("An error.png occurred while updating OneConfig's blur. Please report this!", ex); } } /** * Activates/deactivates the blur in the current world if * one of many conditions are met, such as no current other shader * is being used, we actually have the blur setting enabled */ private void reloadBlur(GuiScreen gui) { // Don't do anything if no world is loaded if (UMinecraft.getWorld() == null) { return; } // If a shader is not already active and the UI is // a one of ours, we should load our own blur! if (!UMinecraft.getMinecraft().entityRenderer.isShaderActive() && gui instanceof OneConfigGui && Preferences.enableBlur) { UMinecraft.getMinecraft().entityRenderer.loadShader(this.blurShader); this.start = System.currentTimeMillis(); // If a shader is active and the incoming UI is null or we have blur disabled, stop using the shader. } else if (UMinecraft.getMinecraft().entityRenderer.isShaderActive() && (gui == null)) { String name = UMinecraft.getMinecraft().entityRenderer.getShaderGroup().getShaderGroupName(); // Only stop our specific blur ;) if (!name.endsWith("fade_in_blur.json")) { return; } UMinecraft.getMinecraft().entityRenderer.stopUseShader(); } } /** * Returns the strength of the blur as determined by the duration the effect of the blur. *

* The strength of the blur does not go below 5.0F. */ private float getBlurStrengthProgress() { return Math.min((System.currentTimeMillis() - this.start) / 50F, 5.0F); } }