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[1.17.1] making a GuiComponent.blit with a custom texture Width and Height

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Posted

Hello,

I am trying to call a blit method that will allow me to set the width and height of the area on the texture I am looking to get. e.g. I have a 256x256 texture. The element I am looking to get is at pos 0,0 and is 20 pixels in height and width but I want to rendering it with a width and height of 30. so it will appear bigger on the screen than what the texture file holds.

I previously done it with this arrangement. 

Spoiler

public static void drawTexture(Matrix4f matrix4f, float x, float y, float z, float width, float height, float srcX, float srcY, float srcWidth, float srcHeight) {
        float f = 0.00390625F;
        float f1 = 0.00390625F;
        BufferBuilder bufferbuilder = Tessellator.getInstance().getBuilder();
        bufferbuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
        bufferbuilder.vertex(matrix4f, x, y + height, z).uv(srcX * f, (srcY + srcHeight) * f1).endVertex();
        bufferbuilder.vertex(matrix4f, x + width, y + height, z).uv((srcX + srcWidth) * f, (srcY + srcHeight) * f1).endVertex();
        bufferbuilder.vertex(matrix4f, x + width, y, z).uv((srcX + srcWidth) * f, srcY * f1).endVertex();
        bufferbuilder.vertex(matrix4f, x, y, z).uv(srcX * f, srcY * f1).endVertex();
        bufferbuilder.end();
        RenderSystem.enableAlphaTest();
        WorldVertexBufferUploader.end(bufferbuilder);

    }

 

But this does not render at all I have tried looking at the blit method in the GuiComponenet class.

 

Spoiler

private static void innerBlit(Matrix4f p_93113_, int p_93114_, int p_93115_, int p_93116_, int p_93117_, int p_93118_, float p_93119_, float p_93120_, float p_93121_, float p_93122_) {
      RenderSystem.setShader(GameRenderer::getPositionTexShader);
      BufferBuilder bufferbuilder = Tesselator.getInstance().getBuilder();
      bufferbuilder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
      bufferbuilder.vertex(p_93113_, (float)p_93114_, (float)p_93117_, (float)p_93118_).uv(p_93119_, p_93122_).endVertex();
      bufferbuilder.vertex(p_93113_, (float)p_93115_, (float)p_93117_, (float)p_93118_).uv(p_93120_, p_93122_).endVertex();
      bufferbuilder.vertex(p_93113_, (float)p_93115_, (float)p_93116_, (float)p_93118_).uv(p_93120_, p_93121_).endVertex();
      bufferbuilder.vertex(p_93113_, (float)p_93114_, (float)p_93116_, (float)p_93118_).uv(p_93119_, p_93121_).endVertex();
      bufferbuilder.end();
      BufferUploader.end(bufferbuilder);
   }

 

but I am unsure of what the values being passed are as they do not have the proper names.

 

is anyone able to help me recreate the first method with this other way or point in in a direction I could go to un-obfuscate these variables.

 

Regards, Discult

  • Author

Sorry to both anyone who comes across this I have figured out the issue...

It seems minecraft now works in a 0.0F and 1.0F grid for the uv coords.

so to achieve this I need to simply divide the pos I was looking by the overall image size.

here is the method I made:

Spoiler

private static void drawTexture(PoseStack poseStack, int x, int y, int z, int width, int height, float srcX, float srcY, float srcWidth, float srcHeight, float textureWidth, float textureHeight) {
        RenderSystem.setShader(GameRenderer::getPositionTexShader);
        BufferBuilder bufferbuilder = Tesselator.getInstance().getBuilder();
        Matrix4f pose = poseStack.last().pose();
        bufferbuilder.begin(VertexFormat.Mode.QUADS, DefaultVertexFormat.POSITION_TEX);
        bufferbuilder.vertex(pose, x, y + height, z).uv((srcX / textureWidth), (srcY + srcHeight) / textureHeight).endVertex();
        bufferbuilder.vertex(pose, x + width, y + height, z).uv((srcX + srcWidth) / textureWidth, (srcY + srcHeight) / textureHeight).endVertex();
        bufferbuilder.vertex(pose, x + width, y, z).uv((srcX + srcWidth) / textureWidth, srcY / textureHeight).endVertex();
        bufferbuilder.vertex(pose, x, y, z).uv(srcX / textureWidth, srcY / textureHeight).endVertex();
        bufferbuilder.end();
        BufferUploader.end(bufferbuilder);
    }

 

so for the element I said about in my example in the original question I would need to do

Spoiler

drawTexture(poseStack, x, y, z, 30, 30, 0, 0, 20, 20, 256, 256);

 

Again sorry for anyone this bothers.

Regards,

Discult.

14 minutes ago, Discult said:

It seems minecraft now works in a 0.0F and 1.0F grid for the uv coords.

It always has, just that a handful of methods (mostly UI) would assume a 256x256 texture and take pixel based coordinates. It converted to 0-1 UV coordinates internally before doing the actual blitting, though.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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