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Diffstat (limited to 'src/main/java/net/tylermurphy/Minecraft/Render/GuiRenderer.java')
-rwxr-xr-xsrc/main/java/net/tylermurphy/Minecraft/Render/GuiRenderer.java57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/main/java/net/tylermurphy/Minecraft/Render/GuiRenderer.java b/src/main/java/net/tylermurphy/Minecraft/Render/GuiRenderer.java
new file mode 100755
index 0000000..b7ae6f2
--- /dev/null
+++ b/src/main/java/net/tylermurphy/Minecraft/Render/GuiRenderer.java
@@ -0,0 +1,57 @@
+package net.tylermurphy.Minecraft.Render;
+
+import java.util.List;
+
+
+import net.tylermurphy.Minecraft.Render.Data.Mesh;
+import org.lwjgl.opengl.GL11;
+import org.lwjgl.opengl.GL13;
+import org.lwjgl.opengl.GL20;
+import org.lwjgl.opengl.GL30;
+import org.joml.Matrix4f;
+import org.joml.Vector2f;
+
+import net.tylermurphy.Minecraft.Render.Shaders.GuiShader;
+import net.tylermurphy.Minecraft.UI.UIComponent;
+import net.tylermurphy.Minecraft.UI.UIImage;
+import net.tylermurphy.Minecraft.Util.Maths;
+
+
+public class GuiRenderer {
+
+ private final Mesh quad;
+ private GuiShader shader;
+
+ public GuiRenderer(){
+ float[] positions = {-1, 1, -1, -1, 1, 1, 1, -1};
+ quad = new Mesh(positions.length/2).store(positions, 2).finish();
+ shader = new GuiShader();
+ }
+
+ public void render(List<UIComponent> components){
+ shader.start();
+ GL30.glBindVertexArray(quad.getID());
+ GL20.glEnableVertexAttribArray(0);
+ GL11.glEnable(GL11.GL_BLEND);
+ GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
+ GL11.glDisable(GL11.GL_DEPTH_TEST);
+ for(UIComponent cp : components) {
+ if(!(cp instanceof UIImage)) continue;
+ UIImage gui = (UIImage)cp;
+ GL13.glActiveTexture(GL13.GL_TEXTURE0);
+ GL11.glBindTexture(GL11.GL_TEXTURE_2D, gui.getTexture());
+ Matrix4f matrix = Maths.createTransformationMatrix(new Vector2f(gui.getConvertedPosition().x*2-1,(1-gui.getConvertedPosition().y)*2-1), gui.getConvertedSize());
+ shader.loadTransformation(matrix);
+ GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, quad.getVertexCount());
+ }
+ GL11.glEnable(GL11.GL_DEPTH_TEST);
+ GL11.glDisable(GL11.GL_BLEND);
+ GL20.glDisableVertexAttribArray(0);
+ GL30.glBindVertexArray(0);
+ shader.stop();
+ }
+
+ public void cleanUp(){
+ shader.cleanUp();
+ }
+}