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I have a custom fluid tank tileentity with attached special renderer for internal fluid. The problem is that fluid rendering does not happen when the player is not looking at any block. If I remove the interface with the F1 key, the rendering also fails. Does anyone know what could be causing this renderer behavior?

This is how I registering my Renderer:

private void setupClient(final FMLClientSetupEvent event)
    {
        RenderTypeLookup.setRenderLayer(RegistryHandler.BLOCK_FLUID_TANK.get(), RenderType.getTranslucent());
        ClientRegistry.bindTileEntityRenderer(HTUTileEntityType.FLUID_TANK.get(), RendererFluidTank::new);
    }

 

Posted (edited)

Ok. This is how the renderer looks now:

Spoiler


public class RendererFluidTank extends TileEntityRenderer<TileEntityFluidTank>
{
    public RendererFluidTank(TileEntityRendererDispatcher rendererDispatcherIn)
    {
        super(rendererDispatcherIn);
    }

    @Override
    public void render(TileEntityFluidTank tileEntity, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn)
    {
        FluidStack fluid = tileEntity.getFluidInTank(0);
        if(!fluid.isEmpty())
        {
            int capacity = tileEntity.getTankCapacity(0);
            renderFluid(tileEntity.getWorld(), tileEntity.getPos(), fluid.getFluid(), fluid.getAmount() / (float) capacity, matrixStackIn, bufferIn);
        }
    }

    protected void renderFluid(IBlockDisplayReader world, BlockPos pos, Fluid fluid, float percent, MatrixStack matrix, IRenderTypeBuffer buffer)
    {
        matrix.push();
        matrix.translate(0.5d, 0.5d, 0.5d);
        Matrix4f matrixLast = matrix.getLast().getMatrix();
        Matrix3f normalMatrix = matrix.getLast().getNormal();
        int color = fluid.getAttributes().getColor(world, pos);
        TextureAtlasSprite fluidSprite = getFluidSprite(fluid);
        IVertexBuilder builder = buffer.getBuffer(RenderType.getText(fluidSprite.getAtlasTexture().getTextureLocation()));
        for (int i = 0; i < 4; i++)
        {
            renderFluidSide(fluidSprite, matrixLast, normalMatrix, builder, color, percent);
            matrix.rotate(Vector3f.YP.rotationDegrees(90f));
        }

        if(percent < 1.0f) renderFluidTop(fluidSprite, matrixLast, normalMatrix, builder, color, percent);
        matrix.pop();
    }

    private void renderFluidSide(TextureAtlasSprite fluidSprite, Matrix4f matrix, Matrix3f normalMatrix, IVertexBuilder builder, int color, float percent)
    {
        float b = ((color)&0xFF) / 255f;
        float g = ((color>>8)&0xFF) / 255f;
        float r = ((color>>16)&0xFF) / 255f;
        float a = ((color>>24)&0xFF) / 255f;

        float width = 0.75f; //12 pixels of 16

        float minU = fluidSprite.getInterpolatedU(3);
        float maxU = fluidSprite.getInterpolatedU(13);
        float minV = fluidSprite.getInterpolatedV(1);
        float maxV = fluidSprite.getInterpolatedV(15 * percent);

        builder.pos(matrix, -width / 2, percent - 0.5f, -width / 2 + 0.001f)
                .color(r, g, b, a).tex(minU, minV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 0, 1)
                .endVertex();

        builder.pos(matrix, width / 2, percent - 0.5f, -width / 2 + 0.001f)
                .color(r, g, b, a).tex(maxU, minV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 0, 1)
                .endVertex();

        builder.pos(matrix, width / 2, -0.5f, -width / 2 + 0.001f)
                .color(r, g, b, a).tex(maxU, maxV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 0, 1)
                .endVertex();

        builder.pos(matrix, -width / 2, -0.5f, -width / 2 + 0.001f)
                .color(r, g, b, a).tex(minU, maxV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 0, 1)
                .endVertex();
    }

    protected void renderFluidTop(TextureAtlasSprite fluidSprite, Matrix4f matrix, Matrix3f normalMatrix, IVertexBuilder builder, int color, float percent)
    {
        float b = ((color)&0xFF) / 255f;
        float g = ((color>>8)&0xFF) / 255f;
        float r = ((color>>16)&0xFF) / 255f;
        float a = ((color>>24)&0xFF) / 255f;

        float width = 0.75f; //12 pixels of 16

        float minU = fluidSprite.getInterpolatedU(3);
        float maxU = fluidSprite.getInterpolatedU(13);
        float minV = fluidSprite.getInterpolatedV(1);
        float maxV = fluidSprite.getInterpolatedV(13);

        builder.pos(matrix, -width / 2, percent - 0.5f, -width / 2)
                .color(r, g, b, a).tex(minU, minV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 1, 0)
                .endVertex();

        builder.pos(matrix, -width / 2, percent - 0.5f, width / 2)
                .color(r, g, b, a).tex(minU, maxV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 1, 0)
                .endVertex();

        builder.pos(matrix, width / 2, percent - 0.5f, width / 2)
                .color(r, g, b, a).tex(maxU, maxV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 1, 0)
                .endVertex();

        builder.pos(matrix, width / 2, percent - 0.5f, -width / 2)
                .color(r, g, b, a).tex(maxU, minV).overlay(OverlayTexture.NO_OVERLAY)
                .lightmap(15728880).normal(normalMatrix, 0, 1, 0)
                .endVertex();
    }

    protected TextureAtlasSprite getFluidSprite(Fluid fluid)
    {
        return Minecraft.getInstance().getAtlasSpriteGetter(PlayerContainer.LOCATION_BLOCKS_TEXTURE).apply(fluid.getAttributes().getStillTexture());
    }
}

 

 

Edited by TheOrangeInd
Posted (edited)

I tried to change the buffer value, but it didn't work.

Current buffer value:

IVertexBuilder builder = buffer.getBuffer(RenderType.getText(AtlasTexture.LOCATION_BLOCKS_TEXTURE));

 

Edited by TheOrangeInd
Posted

As a result, I came to the conclusion that the problem was a conflict between the render of the fluid and its tank. That is, a tank whose render type was set to Translucent simply did not allow fluids with similar render types to be rendered. I'm not sure if there is a way to fix this, but for now I decided to just change the render type of the tank.

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