org.spoutcraft.api.gui.renderer.GuiRendererFBO.java Source code

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Here is the source code for org.spoutcraft.api.gui.renderer.GuiRendererFBO.java

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/**
 * This file is part of SpoutcraftMod, licensed under the MIT License (MIT).
 *
 * Copyright (c) 2013-2014 SpoutcraftDev <http://spoutcraft.org/>
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.spoutcraft.api.gui.renderer;

import java.nio.ByteBuffer;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.Tessellator;
import org.lwjgl.opengl.*;
import org.spoutcraft.api.gui.Gui;
import org.spoutcraft.api.gui.component.RootContainer;
import org.spoutcraft.api.util.Color;
import org.spoutcraft.api.util.RenderUtil;
import org.spoutcraft.api.util.TextureUtil;

public class GuiRendererFBO extends AbstractGuiRenderer {
    //This is actually slower than using the depth buffer, might as well not bother but it works
    private int fbo = -1;
    private int stencilBuff = -1;
    private int guiTex = -1;

    public GuiRendererFBO() {
        this.guiTex = GL11.glGenTextures();
        TextureUtil.bind(guiTex);
        TextureUtil.setMinFilter(GL11.GL_NEAREST);
        TextureUtil.setMagFilter(GL11.GL_NEAREST);
        TextureUtil.bind(0);

        this.stencilBuff = GL30.glGenRenderbuffers();
        this.fbo = GL30.glGenFramebuffers();
    }

    @Override
    public void initGui(Gui gui) {
        Minecraft mc = Minecraft.getMinecraft();
        int width = mc.displayWidth;
        int height = mc.displayHeight;
        TextureUtil.bind(guiTex);
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, height, 0, GL11.GL_RGBA,
                GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
        TextureUtil.bind(0);

        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, stencilBuff);
        GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
        GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
        GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, guiTex, 0);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
                stencilBuff);
        GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER,
                stencilBuff);

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
    }

    @Override
    public void drawScreen(Gui gui, RootContainer root, int mouseX, int mouseY, float partialTick) {
        GL11.glPushAttrib(GL11.GL_STENCIL_BUFFER_BIT);
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
        GL11.glClearColor(0, 0, 0, 0F);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GL11.glEnable(GL11.GL_STENCIL_TEST);
        root.render();

        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);

        TextureUtil.bind(guiTex);

        GL11.glDisable(GL11.GL_BLEND);
        Tessellator tes = Tessellator.instance;
        tes.startDrawingQuads();
        tes.addVertexWithUV(0, 0, 0, 0, 1);
        tes.addVertexWithUV(0, gui.height, 0, 0, 0);
        tes.addVertexWithUV(gui.width, gui.height, 0, 1, 0);
        tes.addVertexWithUV(gui.width, 0, 0, 1, 1);
        tes.draw();
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glPopAttrib();
    }

    @Override
    public void setClip(int x, int y, int width, int height) {
        super.setClip(x, y, width, height);
        GL11.glColorMask(false, false, false, false);
        GL11.glDepthMask(false);
        GL11.glStencilFunc(GL11.GL_NEVER, 1, 0xFF);
        GL11.glStencilOp(GL11.GL_REPLACE, GL11.GL_KEEP, GL11.GL_KEEP);
        GL11.glStencilMask(0xFF);
        clearClip();
        //Actually fill stencil area
        RenderUtil.drawRect(x, y, width, height, Color.WHITE);

        GL11.glColorMask(true, true, true, true);
        GL11.glDepthMask(true);
        GL11.glStencilMask(0x00);
        GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
    }

    @Override
    public void clearClip() {
        GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);
    }
}