fix bug, I HATE MINECRAFT

This commit is contained in:
mewhenthe
2026-04-20 23:55:32 +02:00
parent dd5d33cb19
commit 9de31e8c30

View File

@@ -4,7 +4,9 @@ import com.mojang.blaze3d.systems.RenderSystem
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.Tesselator
import com.mojang.blaze3d.vertex.VertexConsumer
import com.mojang.blaze3d.vertex.VertexFormat
import net.minecraft.client.Minecraft
import net.minecraft.client.gui.GuiGraphics
@@ -32,12 +34,12 @@ object ProgressBar { // TODO: variable length
// RenderSystem.setShader { GameRenderer.getPositionTexShader() }
// RenderSystem.setShaderTexture(0, BAROLD)
// drawQuad(x, y, width, height, 0F, 0F, 15F, 15F)
renderEmptyBar(x, y, width, height)
renderEmptyBar(guiGraphics, x, y, width, height)
val frac = value.toFloat() / max.toFloat()
val linew = ceil(frac*(width-2).toFloat())
guiGraphics.fill(
RenderType.guiOverlay(),
RenderType.gui(),
x + 1,
y + 1,
x + 1 + (linew.toInt()),
@@ -45,29 +47,38 @@ object ProgressBar { // TODO: variable length
0xFF66CC66.toInt()
)
val tooltip = tooltipfunc((ceil(frac) * 100F).toInt()) ?: return
val tooltip = tooltipfunc((ceil(frac * 100F)).toInt()) ?: return
if (mouseX > x && mouseX < x+width && mouseY > y && mouseY < y+height )
guiGraphics.renderTooltip(Minecraft.getInstance().font, Component.literal(tooltip), mouseX, mouseY)
}
private fun renderEmptyBar(x: Int, y: Int, width: Int, height: Int) {
RenderSystem.setShader { GameRenderer.getPositionTexShader() }
RenderSystem.setShaderTexture(0, BAR)
drawQuad(x, y, 1, height, 0F, 0F, 1F, 14F, 3F, 14F)
drawQuad(x+1, y, width-2, height, 1F, 0F, 2F, 14F, 3F, 14F)
drawQuad(x+width-1, y, 1, height, 2F, 0F, 3F, 14F, 3F, 14F)
private fun renderEmptyBar(graphics: GuiGraphics, x: Int, y: Int, width: Int, height: Int) {
// RenderSystem.setShader { GameRenderer.getPositionTexShader() }
// RenderSystem.setShaderTexture(0, BAR)
graphics.blit(BAR, x, y, 1, height, 0F, 0F, 1, 14, 3, 14)
graphics.blit(BAR, x+1, y, width-2, height, 1F, 0F, 1, 14, 3, 14)
graphics.blit(BAR, x+width-1, y, 1, height, 2F, 0F, 1, 14, 3, 14)
// drawQuad(graphics,x, y, 1, height, 0F, 0F, 1F, 14F, 3F, 14F) // TODO: make this use blit instead (but honestly who cares)
// drawQuad(graphics,x+1, y, width-2, height, 1F, 0F, 2F, 14F, 3F, 14F)
// drawQuad(graphics,x+width-1, y, 1, height, 2F, 0F, 3F, 14F, 3F, 14F)
}
private fun drawQuad(x: Int, y: Int, width: Int, height: Int, u1: Float, v1: Float, u2: Float, v2: Float, texwidth: Float=15F, texheight: Float=15F) { // this should really become a util func
var t: Tesselator = Tesselator.getInstance()
var builder: BufferBuilder = t.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX)
private fun drawQuad(graphics: GuiGraphics, x: Int, y: Int, width: Int, height: Int, u1: Float, v1: Float, u2: Float, v2: Float, texwidth: Float=15F, texheight: Float=15F) { // this should really become a util func
// var t: Tesselator = Tesselator.getInstance()
// var builder: BufferBuilder = t.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX)
builder.addVertex(x.toFloat(), (y+height).toFloat(), 1f).setUv(u1/texwidth, v2/texheight)
builder.addVertex((x+width).toFloat(), (y+height).toFloat(), 1f).setUv(u2/texwidth, v2/texheight)
builder.addVertex((x+width).toFloat(), y.toFloat(), 1f).setUv(u2/texwidth, v1/texheight)
builder.addVertex(x.toFloat(), y.toFloat(), 1f).setUv(u1/texwidth,v1/texheight)
// var consumer: VertexConsumer = graphics.bufferSource().getBuffer(RenderType.gui())
// var pose: PoseStack = graphics.pose()
NeoComputers.LOGGER.info(RenderType.gui().format().toString())
// builder.addVertex(x.toFloat(), (y+height).toFloat(), 1f).setUv(u1/texwidth, v2/texheight)
// builder.addVertex((x+width).toFloat(), (y+height).toFloat(), 1f).setUv(u2/texwidth, v2/texheight)
// builder.addVertex((x+width).toFloat(), y.toFloat(), 1f).setUv(u2/texwidth, v1/texheight)
// builder.addVertex(x.toFloat(), y.toFloat(), 1f).setUv(u1/texwidth,v1/texheight)
//
// BufferUploader.drawWithShader(builder.build()!!)
BufferUploader.drawWithShader(builder.build()!!)
}
}