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garfield1002

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Posts posted by garfield1002

  1. I am attempting to create a semi transparent model that will appear in a GUI. However, you can see behind the GUI with it and not behind in the GUI

    spacer.png

        @SubscribeEvent
        public static void onTextureStitch(TextureStitchEvent.Pre event){
            if(event.getMap().getTextureLocation().equals(AtlasTexture.LOCATION_BLOCKS_TEXTURE)){
                event.addSprite(new ResourceLocation(MOD_ID, "planets/default"));
            }
        }
    @Mod.EventBusSubscriber(modid=Main.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
    public class GUIBlockScreen extends ContainerScreen<GUIBlockContainer> {
        
      public GUIBlockScreen(GUIBlockContainer screenContainer, PlayerInventory inv, ITextComponent titleIn) {
            super(screenContainer, inv, titleIn);
        }
    
        @Override
        protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
            RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F);
            drawEntityOnScreen(this.width / 2, this.height / 2, (int) pow(30 - this.zoom / 3, 2 ));
        }
    
        public void drawOnScreen(int posX, int posY, int scale) {
            RenderSystem.pushMatrix();
          	// I have tried all of these but it dosn't seem to do anything
            // RenderSystem.enableBlend();
            // RenderSystem.enableTexture();
            // RenderSystem.enableDepthTest();
            // RenderSystem.disableCull();
            // RenderSystem.enableRescaleNormal();
            // RenderSystem.enableAlphaTest();
            // RenderSystem.defaultAlphaFunc();
            // RenderSystem.enableBlend();
            // RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
            // RenderSystem.defaultBlendFunc();
    
            RenderSystem.translatef((float)posX, (float)posY, -1050.0F);
            RenderSystem.scalef(0.12F, 0.12F, 0.12F);
    
            MatrixStack matrixstack = new MatrixStack();
    
            IRenderTypeBuffer.Impl irendertypebuffer$impl = Minecraft.getInstance().getRenderTypeBuffers().getBufferSource();
          
          	IVertexBuilder vertexBuilder = irendertypebuffer$impl.getBuffer(RenderType.getTranslucent());
    
          	Material material = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, new ResourceLocation(Main.MOD_ID, 		"planets/defaulttransparency"));
    
    		drawCube(new Vec3d(0.5, 0, 0), new Vec3d(0, 0.5, 0), new Vec3d(0, 0, 0.5), matrixstack, vertexBuilder, this.material, 0.3F);
    
            irendertypebuffer$impl.finish();
    
            RenderSystem.popMatrix();
        }
    }
    	private static void add(IVertexBuilder renderer, Matrix4f matrixPos, Vec3d A, Vec3d N, float u, float v, float opacity) {
            renderer.pos(matrixPos, (float) A.x, (float) A.y, (float) A.z)
                    .color(1.0F, 1.0F, 1.0F, opacity)
                    .tex(u, v)
                    .lightmap(0, 240)
                    .normal((float) N.x, (float) N.y, (float) N.z)
                    .endVertex();
        }
    
        private static void square(IVertexBuilder renderer, Matrix4f matrixPos, Vec3d A, Vec3d B, Vec3d C, Material material, float opacity) {
            Vec3d N = A.crossProduct(B).normalize();
            float u = material.getSprite().getMinU();
            float U = material.getSprite().getMaxU();
            float v = material.getSprite().getMinV();
            float V = material.getSprite().getMaxV();
            add(renderer, matrixPos, C, N, u, v, opacity);
            add(renderer, matrixPos, A.add(C), N, U, v, opacity);
            add(renderer, matrixPos, A.add(B).add(C), N, U, V, opacity);
            add(renderer, matrixPos, B.add(C), N, u, V, opacity);
        }
    
        public static void drawCube(Vec3d A, Vec3d B, Vec3d C,
                                    MatrixStack matrixstack, IVertexBuilder renderBuffer, Material material, float opacity) {
            // retrieves a position matrix
            Matrix4f matrixPos = matrixstack.getLast().getMatrix();
    
            // draws the 6 sides
            square(renderBuffer, matrixPos, A, B, Vec3d.ZERO, material, opacity);
            square(renderBuffer, matrixPos, B, A, C, material, opacity);
    
            square(renderBuffer, matrixPos, C, A, Vec3d.ZERO, material, opacity);
            square(renderBuffer, matrixPos, A, C, B, material, opacity);
    
            square(renderBuffer, matrixPos, B, C, Vec3d.ZERO, material, opacity);
            square(renderBuffer, matrixPos, C, B, A, material, opacity);
        }
    
     
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