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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<Shader> 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);
}
}
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