Posted June 1, 20241 yr I want to render shapes through blocks. I found this code in minecraft source public static void renderShape(PoseStack poseStack, VertexConsumer vertexConsumer, VoxelShape shape, double minX, double minY, double minZ, float red, float green, float blue, float alpha) { PoseStack.Pose pose = poseStack.last(); shape.forAllEdges((x1, y1, z1, x2, y2, z2) -> { float dx = (float)(x2 - x1); float dy = (float)(y2 - y1); float dz = (float)(z2 - z1); float length = Mth.sqrt(dx * dx + dy * dy + dz * dz); dx /= length; dy /= length; dz /= length; vertexConsumer.vertex(pose.pose(), (float)(x1 + minX), (float)(y1 + minY), (float)(z1 + minZ)).color(red, green, blue, alpha).normal(pose.normal(), dx, dy, dz).endVertex(); vertexConsumer.vertex(pose.pose(), (float)(x2 + minX), (float)(y2 + minY), (float)(z2 + minZ)).color(red, green, blue, alpha).normal(pose.normal(), dx, dy, dz).endVertex(); }); } that draws a rectangle around the block, but it is not visible through other blocks. Could someone point me in the right direction on how one renders things through blocks? Thanks in advance 🙏 Edited June 2, 20241 yr by CodecDev
June 2, 20241 yr Author Solved! Here is my solution: Create my own RenderType.CompositeRenderType that does what i need it to. First you will need to add an access transfomer in your build.gradle (https://docs.minecraftforge.net/en/latest/advanced/accesstransformers/) and paste this there public net.minecraft.client.renderer.RenderType$CompositeRenderType public net.minecraft.client.renderer.RenderType m_173209_(Ljava/lang/String;Lcom/mojang/blaze3d/vertex/VertexFormat;Lcom/mojang/blaze3d/vertex/VertexFormat$Mode;ILnet/minecraft/client/renderer/RenderType$CompositeState;)Lnet/minecraft/client/renderer/RenderType$CompositeRenderType; # create public net.minecraft.client.renderer.RenderStateShard$LineStateShard after that you just create your own CompositeRenderType, here is the code for mine public static RenderType.CompositeRenderType myOutline = RenderType.CompositeRenderType.create("myLines", DefaultVertexFormat.POSITION_COLOR_NORMAL, VertexFormat.Mode.LINES, 256, RenderType.CompositeState.builder().setShaderState(new RenderStateShard.ShaderStateShard(GameRenderer::getRendertypeLinesShader)).setLineState(new RenderStateShard.LineStateShard(OptionalDouble.empty())).setLayeringState(new RenderStateShard.LayeringStateShard("view_offset_z_layering", () -> { PoseStack $$0 = RenderSystem.getModelViewStack(); $$0.pushPose(); $$0.scale(0.99975586F, 0.99975586F, 0.99975586F); RenderSystem.applyModelViewMatrix(); }, () -> { PoseStack $$0 = RenderSystem.getModelViewStack(); $$0.popPose(); RenderSystem.applyModelViewMatrix(); })).setTransparencyState(new RenderStateShard.TransparencyStateShard("translucent_transparency", () -> { RenderSystem.enableBlend(); RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); RenderSystem.disableDepthTest(); }, () -> { RenderSystem.disableBlend(); RenderSystem.defaultBlendFunc(); RenderSystem.enableDepthTest(); })).setOutputState(new RenderStateShard.OutputStateShard("item_entity_target", () -> { if (Minecraft.useShaderTransparency()) { Minecraft.getInstance().levelRenderer.getItemEntityTarget().bindWrite(false); } }, () -> { if (Minecraft.useShaderTransparency()) { Minecraft.getInstance().getMainRenderTarget().bindWrite(false); } })).setDepthTestState(new RenderStateShard.DepthTestStateShard("always", 519)).setWriteMaskState(new RenderStateShard.WriteMaskStateShard(true, false)).setCullState(new RenderStateShard.CullStateShard(false)).createCompositeState(false)); I hope this helped 🙏 if you have any questions dm me on discord .ducklett
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