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HudOverlaySample.cs
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HudOverlaySample.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Vintagestory.API.Client;
using Vintagestory.API.Common;
using Vintagestory.API.MathTools;
namespace VSExampleMods
{
/// <summary>
/// Renders a progress bar hud in the top left corner of the screen
/// </summary>
public class HudOverlaySample : ModBase
{
ICoreClientAPI capi;
WeirdProgressBarRenderer renderer;
public override ModInfo GetModInfo()
{
return null;
}
public override bool ShouldLoad(EnumAppSide side)
{
return side == EnumAppSide.Client;
}
public override void StartClientSide(ICoreClientAPI api)
{
this.capi = api;
renderer = new WeirdProgressBarRenderer(api);
api.Event.RegisterRenderer(renderer, EnumRenderStage.Ortho);
}
}
public class WeirdProgressBarRenderer : IRenderer
{
MeshRef whiteRectangleRef;
MeshRef progressQuadRef;
ICoreClientAPI capi;
public double RenderOrder { get { return 0; } }
public int RenderRange { get { return 10; } }
public WeirdProgressBarRenderer(ICoreClientAPI api)
{
this.capi = api;
// This will get a line loop with vertices inside [-1,-1] till [1,1]
MeshData rectangle = LineMeshUtil.GetRectangle(ColorUtil.WhiteArgb);
whiteRectangleRef = api.Render.UploadMesh(rectangle);
// This will get a quad with vertices inside [-1,-1] till [1,1]
progressQuadRef = api.Render.UploadMesh(QuadMeshUtil.GetQuad());
}
public void OnRenderFrame(float deltaTime, EnumRenderStage stage)
{
IShaderProgram curShader = capi.Render.CurrentActiveShader;
Vec4f color = new Vec4f(1,1,1,1);
// Render rectangle
curShader.Uniform("rgbaIn", color);
curShader.Uniform("extraGlow", 0);
curShader.Uniform("applyColor", 0);
curShader.Uniform("tex2d", 0);
curShader.Uniform("noTexture", 1f);
capi.Render.GlPushMatrix();
capi.Render.GlTranslate(10, 10, 50);
capi.Render.GlScale(100, 20, 0);
capi.Render.GlTranslate(0.5f, 0.5f, 0);
capi.Render.GlScale(0.5f, 0.5f, 0);
curShader.UniformMatrix("projectionMatrix", capi.Render.CurrentProjectionMatrix);
curShader.UniformMatrix("modelViewMatrix", capi.Render.CurrentModelviewMatrix);
capi.Render.RenderMesh(whiteRectangleRef);
capi.Render.GlPopMatrix();
// Render progress bar
float width = (capi.World.ElapsedMilliseconds / 10f) % 100;
capi.Render.GlPushMatrix();
capi.Render.GlTranslate(10, 10, 50);
capi.Render.GlScale(width, 20, 0);
capi.Render.GlTranslate(0.5f, 0.5f, 0);
capi.Render.GlScale(0.5f, 0.5f, 0);
curShader.UniformMatrix("projectionMatrix", capi.Render.CurrentProjectionMatrix);
curShader.UniformMatrix("modelViewMatrix", capi.Render.CurrentModelviewMatrix);
capi.Render.RenderMesh(progressQuadRef);
capi.Render.GlPopMatrix();
}
public void Dispose()
{
capi.Render.DeleteMesh(whiteRectangleRef);
capi.Render.DeleteMesh(progressQuadRef);
}
}
}