Draw glass behind translucent panels on 1.21.11

A copy of the game behind the screen is blurred once a frame and drawn
through each panel's rounded rectangle texture by a glass pipeline.
Older versions keep blurring the whole background.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
2026-09-28 20:43:44 +02:00
co-authored by claude
parent e26ce6d076
commit c524451704
6 changed files with 140 additions and 3 deletions
+1 -1
Submodule common updated: 5c0912f0cf...4d9c629eaf
@@ -49,12 +49,13 @@ public class GameRendererMixin {
//? if >=1.21.6 { //? if >=1.21.6 {
// From 1.21.6 the menu blur's strength is the vanilla setting, read here every frame. While a // From 1.21.6 the menu blur's strength is the vanilla setting, read here every frame. While a
// Saturn screen is open, it's Saturn's background blur instead, faded in with the screen. // Saturn screen is open, it's Saturn's background blur instead, faded in with the screen. Glass
// uses the same blur, so this holds even when the screen doesn't blur its whole background.
@Redirect(method = "render", at = @At(value = "INVOKE", @Redirect(method = "render", at = @At(value = "INVOKE",
target = "Lnet/minecraft/client/option/GameOptions;getMenuBackgroundBlurrinessValue()I")) target = "Lnet/minecraft/client/option/GameOptions;getMenuBackgroundBlurrinessValue()I"))
private int useSaturnBlur(GameOptions options) { private int useSaturnBlur(GameOptions options) {
if (MinecraftClient.getInstance().currentScreen instanceof SaturnScreenFabric saturnScreen) { if (MinecraftClient.getInstance().currentScreen instanceof SaturnScreenFabric saturnScreen) {
return saturnScreen.screen.getBackgroundBlur(); return saturnScreen.screen.getBlurRadius();
} }
return options.getMenuBackgroundBlurrinessValue(); return options.getMenuBackgroundBlurrinessValue();
@@ -76,6 +76,14 @@ public class SaturnProviderImpl implements SaturnProvider {
return (IdentifierRef) (Object) playerSkin.get(); return (IdentifierRef) (Object) playerSkin.get();
} }
@Override
public boolean supportsGlass() {
//? if >=1.21.11 {
return true;
//?} else
//return false;
}
@Override @Override
public String getModVersion() { public String getModVersion() {
return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID) return FabricLoader.getInstance().getModContainer(SaturnClient.MOD_ID)
@@ -0,0 +1,71 @@
package org.saturnclient.impl.ui;
//? if >=1.21.11 {
import com.mojang.blaze3d.pipeline.RenderPipeline;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.textures.FilterMode;
import com.mojang.blaze3d.textures.GpuTextureView;
import org.saturnclient.saturnclient.SaturnClient;
import net.minecraft.client.gl.Framebuffer;
import net.minecraft.client.gl.GpuSampler;
import net.minecraft.client.gl.PostEffectProcessor;
import net.minecraft.client.gl.RenderPipelines;
import net.minecraft.client.gl.SimpleFramebuffer;
import net.minecraft.client.render.DefaultFramebufferSet;
import net.minecraft.client.texture.TextureSetup;
import net.minecraft.client.util.Pool;
import net.minecraft.util.Identifier;
// Glass: a copy of the game behind the screen, blurred with vanilla's blur (as strong as Saturn's
// background blur), drawn through each panel's rounded rectangle texture (shaders/core/glass.fsh).
// The copy is made while the screen builds its GUI, before the GUI is drawn, so it holds the world
// or panorama alone.
// TODO: glass before 1.21.11 (#23). Those versions blur the whole background instead.
public final class GlassRenderer {
public static final RenderPipeline PIPELINE = RenderPipeline.builder(RenderPipelines.POSITION_TEX_COLOR_SNIPPET)
.withLocation(Identifier.of("saturnclient", "pipeline/glass"))
.withFragmentShader(Identifier.of("saturnclient", "core/glass"))
.withSampler("Sampler1")
.build();
private static final Identifier BLUR = Identifier.ofVanilla("blur");
// For the blur's intermediate target, freed once unused for a few frames
private static final Pool POOL = new Pool(3);
private static SimpleFramebuffer backdrop;
private GlassRenderer() {
}
// Copies the main framebuffer and blurs the copy. Call once a frame, before drawing glass.
public static void captureBackdrop() {
Framebuffer main = SaturnClient.client.getFramebuffer();
int width = main.textureWidth;
int height = main.textureHeight;
if (backdrop == null) {
backdrop = new SimpleFramebuffer("Saturn glass", width, height, false);
} else if (backdrop.textureWidth != width || backdrop.textureHeight != height) {
backdrop.resize(width, height);
}
RenderSystem.getDevice().createCommandEncoder().copyTextureToTexture(
main.getColorAttachment(), backdrop.getColorAttachment(), 0, 0, 0, 0, 0, width, height);
PostEffectProcessor blur = SaturnClient.client.getShaderLoader().loadPostEffect(BLUR,
DefaultFramebufferSet.MAIN_ONLY);
if (blur != null) {
blur.render(backdrop, POOL);
}
POOL.decrementLifespan();
}
// The mask, then the blurred copy, as the glass pipeline samples them
public static TextureSetup textures(GpuTextureView mask, GpuSampler maskSampler) {
return TextureSetup.of(mask, maskSampler, backdrop.getColorAttachmentView(),
RenderSystem.getSamplerCache().get(FilterMode.LINEAR));
}
}
//?}
@@ -61,6 +61,10 @@ public class RenderScopeImpl implements RenderScope {
private ScissorStack scissorStack; private ScissorStack scissorStack;
private int opacity = 0xFF << 24; private int opacity = 0xFF << 24;
//? if >=1.21.11 {
// Whether the glass backdrop was made for this scope's frame
private boolean backdropCaptured = false;
//?}
public RenderScopeImpl(DrawContext context) { public RenderScopeImpl(DrawContext context) {
this(context.getMatrices(), ((DrawContextAccessor) (Object) context).getState()); this(context.getMatrices(), ((DrawContextAccessor) (Object) context).getState());
@@ -230,6 +234,28 @@ public class RenderScopeImpl implements RenderScope {
this.scissorStack.peekLast())); this.scissorStack.peekLast()));
} }
//? if >=1.21.11 {
@Override
public void drawGlass(IdentifierRef mask, int x, int y, int width, int height) {
int color = getColor(0xFFFFFFFF);
if (mask == null || color >>> 24 == 0)
return;
if (!backdropCaptured) {
GlassRenderer.captureBackdrop();
backdropCaptured = true;
}
AbstractTexture maskTexture = SaturnClient.client.getTextureManager().getTexture((Identifier) (Object) mask);
this.state.addSimpleElement(new TexturedQuadGuiElementRenderState(
GlassRenderer.PIPELINE,
GlassRenderer.textures(maskTexture.getGlTextureView(), maskTexture.getSampler()),
new Matrix3x2f(this.matrices.stack),
x, y, x + width, y + height, 0, 1, 0, 1, color,
this.scissorStack.peekLast()));
}
//?}
// Scissor management // Scissor management
@Override @Override
public void enableScissor(int x1, int y1, int x2, int y2) { public void enableScissor(int x1, int y1, int x2, int y2) {
@@ -0,0 +1,31 @@
#version 330
// Saturn's glass: the blurred game behind the screen, cut to a panel's shape.
layout(std140) uniform DynamicTransforms {
mat4 ModelViewMat;
vec4 ColorModulator;
vec3 ModelOffset;
mat4 TextureMat;
};
// The panel's rounded rectangle, the same texture its background is drawn with
uniform sampler2D Sampler0;
// The game behind the screen, blurred, the size of the framebuffer
uniform sampler2D Sampler1;
in vec2 texCoord0;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
float mask = texture(Sampler0, texCoord0).a * vertexColor.a;
if (mask == 0.0) {
discard;
}
// The blurred copy lines up with the framebuffer being drawn to.
vec2 screenUv = gl_FragCoord.xy / vec2(textureSize(Sampler1, 0));
fragColor = vec4(texture(Sampler1, screenUv).rgb, mask) * ColorModulator;
}