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This page is written for version:
1.20.4
This page is written for version:
1.20.4
This page assumes you've taken a look at the Basic Rendering Concepts page.
The DrawContext
class is the main class used for rendering in the game. It is used for rendering shapes, text and textures, and as previously seen, used to manipulate MatrixStack
s and use BufferBuilder
s.
The DrawContext
class can be used to easily draw square-based shapes. If you want to draw triangles, or any non-square based shape, you will need to use a BufferBuilder
.
You can use the DrawContext.fill(...)
method to draw a filled rectangle.
int rectangleX = 10;
int rectangleY = 10;
int rectangleWidth = 100;
int rectangleHeight = 50;
// x1, y1, x2, y2, color
context.fill(rectangleX, rectangleY, rectangleX + rectangleWidth, rectangleY + rectangleHeight, 0xFF0000FF);
Let's say we want to outline the rectangle we just drew. We can use the DrawContext.drawBorder(...)
method to draw an outline.
// x, y, width, height, color
context.drawBorder(rectangleX, rectangleY, rectangleWidth, rectangleHeight, 0xFFFF0000);
We can use the DrawContext.drawHorizontalLine(...)
and DrawContext.drawVerticalLine(...)
methods to draw lines.
// Let's split the rectangle in half using a green line.
// x, y1, y2, color
context.drawVerticalLine(rectangleX + rectangleWidth / 2, rectangleY, rectangleY + rectangleHeight, 0xFF00FF00);
The DrawContext
class has a built-in scissor manager. This allows you to easily clip your rendering to a specific area. This is useful for rendering things like tooltips, or other elements that should not be rendered outside of a specific area.
TIP
Scissor regions can be nested! But make sure that you disable the scissor manager the same amount of times as you enabled it.
To enable the scissor manager, simply use the DrawContext.enableScissor(...)
method. Likewise, to disable the scissor manager, use the DrawContext.disableScissor()
method.
// Let's create a scissor region that covers a middle bar section of the screen.
int scissorRegionX = 200;
int scissorRegionY = 20;
int scissorRegionWidth = 100;
// The height of the scissor region is the height of the screen minus the height of the top and bottom bars.
int scissorRegionHeight = this.height - 40;
// x1, y1, x2, y2
context.enableScissor(scissorRegionX, scissorRegionY, scissorRegionX + scissorRegionWidth, scissorRegionY + scissorRegionHeight);
// Let's fill the entire screen with a color gradient, it should only be visible in the scissor region.
// x1, y1, x2, y2, color1, color2
context.fillGradient(0, 0, this.width, this.height, 0xFFFF0000, 0xFF0000FF);
// Disable the scissor region.
context.disableScissor();
As you can see, even though we tell the game to render the gradient across the entire screen, it only renders within the scissor region.
There is no one "correct" way to draw textures onto a screen, as the drawTexture(...)
method has many different overloads. This section will go over the most common use cases.
Generally, it's recommended that you use the overload that specifies the textureWidth
and textureHeight
parameters. This is because the DrawContext
class will assume these values if you don't provide them, which can sometimes be wrong.
Identifier texture = new Identifier("minecraft", "textures/block/deepslate.png");
// texture, x, y, u, v, width, height, textureWidth, textureHeight
context.drawTexture(texture, 90, 90, 0, 0, 16, 16, 16, 16);
This is where u
and v
come in. These parameters specify the top-left corner of the texture to draw, and the regionWidth
and regionHeight
parameters specify the size of the portion of the texture to draw.
Let's take this texture as an example.
If we want to only draw a region that contains the magnifying glass, we can use the following u
, v
, regionWidth
and regionHeight
values:
Identifier texture2 = new Identifier("fabric-docs-reference", "textures/gui/test-uv-drawing.png");
int u = 10, v = 13, regionWidth = 14, regionHeight = 14;
// texture, x, y, width, height, u, v, regionWidth, regionHeight, textureWidth, textureHeight
context.drawTexture(texture2, 90, 190, 14, 14, u, v, regionWidth, regionHeight, 256, 256);
The DrawContext
class has various self-explanatory text rendering methods - for the sake of brevity, they will not be covered here.
Let's say we want to draw "Hello World" onto the screen. We can use the DrawContext.drawText(...)
method to do this.
// TextRenderer, text (string, or Text object), x, y, color, shadow
context.drawText(client.textRenderer, "Hello, world!", 10, 200, 0xFFFFFFFF, false);