Fix and improve UI rendering
Signed-off-by: Username404-59 <w.iron.zombie@gmail.com>
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6eed08aa53
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@ -81,26 +81,25 @@ class ClickBox(
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val currentHeight = y + (height + clickboxHeightOffset)
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prepareDraw()
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renderBufferWithPipeline(renderPipeline = RenderPipelines.DEBUG_TRIANGLE_FAN) {
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with(it) {
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// Render the header:
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addVertex(x, y + height, 0.0F).colorEnd()
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addVertex(x + width + inclination, y + height, 0.0F).colorEnd()
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addVertex(x + width, y, 0.0F).colorEnd()
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addVertex(x + inclination, y, 0.0F).colorEnd()
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// Render the header:
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addVertex(x, y + height, 0.0F).colorEnd()
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addVertex(x + width + inclination, y + height, 0.0F).colorEnd()
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addVertex(x + width, y, 0.0F).colorEnd()
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addVertex(x + inclination, y, 0.0F).colorEnd()
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}
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// Render the box:
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addVertex(x, currentHeight, 0.0F).colorEnd()
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addVertex(x + width + inclination, currentHeight, 0.0F).colorEnd()
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addVertex(x + width + inclination, y + height, 0.0F).colorEnd()
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}
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renderBufferWithPipeline(renderPipeline = RenderPipelines.DEBUG_TRIANGLE_FAN) {
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// Render the box:
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addVertex(x, currentHeight, 0.0F).colorEnd()
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addVertex(x + width + inclination, currentHeight, 0.0F).colorEnd()
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addVertex(x + width + inclination, y + height, 0.0F).colorEnd()
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addVertex(x, y + height, 0.0F).colorEnd()
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}
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renderBufferWithPipeline(renderPipeline = RenderPipelines.DEBUG_LINE_STRIP) {
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with(it) {
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colorShader()
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addVertex(x + inclination, y + height, 0.0F).colorEnd(Colors.WHITE_LINES.hexValue)
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addVertex(x + width, y + height, 0.0F).colorEnd(Colors.WHITE_LINES.hexValue)
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}
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colorShader()
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addVertex(x + inclination, y + height, 0.0F).colorEnd(Colors.WHITE_LINES.hexValue)
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addVertex(x + width, y + height, 0.0F).colorEnd(Colors.WHITE_LINES.hexValue)
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}
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endDraw()
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@ -18,7 +18,6 @@ import java.util.OptionalInt
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import java.util.OptionalDouble
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object RenderingUtil {
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@JvmField val tessellator: Tesselator = Tesselator.getInstance()
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@JvmStatic
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fun VertexConsumer.colorIt(color: Int, opacity: Float = 1F): VertexConsumer = hextoRGB(color).run {
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setColor(get(0), get(1), get(2), opacity)
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@ -36,21 +35,21 @@ object RenderingUtil {
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fun drawRectangle(
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x: Double, y: Double, height: Int, width: Int,
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color: Int = Colors.TRANSPARENT(), opacity: Float = 1F
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): Unit = renderBufferWithPipeline(renderPipeline = RenderPipelines.DEBUG_QUADS) { buffer -> buffer.run {
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): Unit = renderBufferWithPipeline(renderPipeline = RenderPipelines.DEBUG_QUADS) {
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fun VertexConsumer.colorIt() = colorIt(color, opacity)
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val x = x.toFloat() ; val y = y.toFloat()
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addVertex(x, y + height, 0.0F).colorIt()
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addVertex(x + width, y + height, 0.0F).colorIt()
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addVertex(x + width, y, 0.0F).colorIt()
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addVertex(x, y, 0.0F).colorIt()
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} }
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}
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fun renderBufferWithPipeline(
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name: String? = "Dynamic vertex buffer",
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renderPipeline: RenderPipeline,
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renderTarget: RenderTarget = Minecraft.getInstance().mainRenderTarget,
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uniformAndSamplerConsumer: ((RenderPass) -> Unit)? = null,
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bufferBuilderConsumer: (BufferBuilder) -> Unit,
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bufferBuilderConsumer: BufferBuilder.() -> Unit,
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) {
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val mode = renderPipeline.vertexFormatMode
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val builder = Tesselator.getInstance().begin(mode, renderPipeline.vertexFormat)
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