Jump to content

[1.19.3] How to extend the range at which destroyBlockProgress crack overlays are rendered?


Recommended Posts

Posted

My mod is often viewed from far distances (up to 100s of blocks away), which means that the crack overlay textures from blocks being destroyed aren't being rendered (I have custom mobs that break blocks with these overlays applied).

I am applying the destroyProgress textures like this (clientside):

this.mob.level.destroyBlockProgress(this.mob.getId(), this.gatherTarget, gatherProgress);

How can I extend the range that they are rendered at?

Posted

It is hardwired to sqrt(1024) = 32 blocks in LevelRenderer.renderLevel() - see the code after profilerFiller.popPush("destroyProgress")

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

In case anyone else has this very specific problem managed to solve it by writing a mixin for LevelRenderer.renderLevel() with just the blockDestructionProgress snippet but with the > 1024 condition reversed:

    // rerun blockDestroyProgress actions but with > sqrt(1024) range
    @Inject(
            method = "renderLevel",
            at = @At("TAIL")
    )
    private void renderLevel(PoseStack pPoseStack, float pPartialTick, long pFinishNanoTime,
                             boolean pRenderBlockOutline, Camera pCamera, GameRenderer pGameRenderer,
                             LightTexture pLightTexture, Matrix4f pProjectionMatrix, CallbackInfo ci) {

        Vec3 vec3 = pCamera.getPosition();
        double d0 = vec3.x();
        double d1 = vec3.y();
        double d2 = vec3.z();

        ObjectIterator var42 = this.destructionProgress.long2ObjectEntrySet().iterator();

        while (var42.hasNext()) {
            Long2ObjectMap.Entry<SortedSet<BlockDestructionProgress>> entry = (Long2ObjectMap.Entry) var42.next();
            BlockPos blockpos2 = BlockPos.of(entry.getLongKey());
            double d3 = (double) blockpos2.getX() - d0;
            double d4 = (double) blockpos2.getY() - d1;
            double d5 = (double) blockpos2.getZ() - d2;
            if ((d3 * d3 + d4 * d4 + d5 * d5 > 1024.0)) {
                SortedSet<BlockDestructionProgress> sortedset1 = (SortedSet) entry.getValue();
                if (sortedset1 != null && !sortedset1.isEmpty()) {
                    int k1 = (sortedset1.last()).getProgress();
                    pPoseStack.pushPose();
                    pPoseStack.translate((double) blockpos2.getX() - d0, (double) blockpos2.getY() - d1, (double) blockpos2.getZ() - d2);
                    PoseStack.Pose posestack$pose = pPoseStack.last();
                    VertexConsumer vertexconsumer1 = new SheetedDecalTextureGenerator(this.renderBuffers.crumblingBufferSource().getBuffer((RenderType) ModelBakery.DESTROY_TYPES.get(k1)), posestack$pose.pose(), posestack$pose.normal());
                    ModelData modelData = this.level.getModelDataManager().getAt(blockpos2);
                    this.minecraft.getBlockRenderer().renderBreakingTexture(this.level.getBlockState(blockpos2), blockpos2, this.level, pPoseStack, vertexconsumer1, modelData == null ? ModelData.EMPTY : modelData);
                    pPoseStack.popPose();
                }
            }
        }
    }

 

Posted

Why are you doing it with a mixin?

The end of renderLevel() is almost certainly the wrong place. You will likely break the transparency rendering?

 

Use this event with stage AFTER_BLOCK_ENTITIES which gets called just before the vanilla rendering code.

https://github.com/MinecraftForge/MinecraftForge/blob/01846c729a21c13cb86447c4e233b83a314b6856/src/main/java/net/minecraftforge/client/event/RenderLevelStageEvent.java

That way your code will be in the right place.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.