package cc.polyfrost.oneconfig.lwjgl; import cc.polyfrost.oneconfig.gui.OneConfigGui; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiScreen; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.client.shader.Shader; import net.minecraft.client.shader.ShaderUniform; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.event.GuiOpenEvent; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.gameevent.TickEvent; 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 https://github.com/tterrag1098/Blur/blob/1.8.9/src/main/java/com/tterrag/blur/Blur.java * For the public license, see https://github.com/tterrag1098/Blur/blob/1.8.9/LICENSE * * License available under https://github.com/boomboompower/ToggleChat/blob/master/src/main/resources/licenses/BlurMC-License.txt * * @author tterrag1098, boomboompower * * Taken from ToggleChat * https://github.com/boomboompower/ToggleChat/blob/master/LICENSE */ public class BlurHandler { private final ResourceLocation blurShader = new ResourceLocation("shaders/post/fade_in_blur.json"); private final Logger logger = LogManager.getLogger("OneConfig - Blur"); private final Minecraft mc = Minecraft.getMinecraft(); private long start; private float lastProgress = 0; public static BlurHandler INSTANCE = new BlurHandler(); /** * Simply initializes the blur mod so events are properly handled by forge. */ public void load() { MinecraftForge.EVENT_BUS.register(this); } @SubscribeEvent public void onGuiChange(GuiOpenEvent event) { reloadBlur(event.gui); } @SubscribeEvent public void onRenderTick(final TickEvent.RenderTickEvent event) { this.mc.mcProfiler.startSection("blur"); if (event.phase != TickEvent.Phase.END) { this.mc.mcProfiler.endSection(); return; } // Only blur on our own menus if (this.mc.currentScreen == null) { this.mc.mcProfiler.endSection(); return; } // Only update the shader if one is active if (!this.mc.entityRenderer.isShaderActive()) { this.mc.mcProfiler.endSection(); 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) { this.mc.mcProfiler.endSection(); 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 = this.mc.entityRenderer.getShaderGroup().listShaders; // Should not happen. Something bad happened. if (listShaders == null) { this.mc.mcProfiler.endSection(); 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); } this.mc.mcProfiler.endSection(); } /** * 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 */ public void reloadBlur(GuiScreen gui) { // Don't do anything if no world is loaded if (this.mc.theWorld == null) { return; } EntityRenderer er = this.mc.entityRenderer; // If a shader is not already active and the UI is // a one of ours, we should load our own blur! if (!er.isShaderActive() && gui instanceof OneConfigGui) { this.mc.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 (er.isShaderActive() && (gui == null)) { String name = er.getShaderGroup().getShaderGroupName(); // Only stop our specific blur ;) if (!name.endsWith("fade_in_blur.json")) { return; } er.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); } }