Jump to content

Recommended Posts

Posted

Basically, I want to modify the rendering system to do the following:

  • Duplicate the entity's mesh
  • Identify and isolate the silhouette of the mesh
  • Extrude the silhouette faces in the direction of the light
  • Apply an intersection shader (or a fixed-function LWJGL equivalent) to the mesh, so that only parts of the terrain which intersect the shadow mesh are in shadow

I think that by doing this, I'll be able to add shadow volumes to the game. I also plan on modifying the renderer in other ways later on.

I'm unable to find any information on how to do this, however.  If anyone could help me hook into the game's renderer and render entities the way I'm trying to here, that would be very much appreciated!

Posted
1 hour ago, scientistknight1 said:

Quick question - based on what you said, it sounds like you're trying to make the shadow face towards the light. Am I understanding you correctly?

Yes, the shadow is intended to point in the direction of the light. I could also make it point in a fixed direction if that information isn’t available for whatever reason. But that’s besides the point.

Posted

Ok, I was just wondering. Are you trying to implement Shadesmar, by any chance?

Anyways, I suspect that you'll have better luck trying to work with shaders. Here's a few tutorials I found for using Iris/Optifine to do shaders, though I don't know if they're any good since I have never worked with shaders: 

https://github.com/shaderLABS/Shadow-Tutorial
https://github.com/saada2006/MinecraftShaderProgramming
https://shaderlabs.org/wiki/Getting_Started

Hopefully someone else who knows more than I do can help with what you want.

Posted
2 hours ago, scientistknight1 said:

Ok, I was just wondering. Are you trying to implement Shadesmar, by any chance?

Anyways, I suspect that you'll have better luck trying to work with shaders. Here's a few tutorials I found for using Iris/Optifine to do shaders, though I don't know if they're any good since I have never worked with shaders: 

https://github.com/shaderLABS/Shadow-Tutorial
https://github.com/saada2006/MinecraftShaderProgramming
https://shaderlabs.org/wiki/Getting_Started

Hopefully someone else who knows more than I do can help with what you want.

I already know shader programming, it’s just not what I want to do. Using Optifine shaders would require me to replace too much of vanilla Minecraft’s rendering. I want my thing to look like vanilla, but with the addition of simple shadows from entities.

Right now, my primary concern would be finding a way to modify the LWJGL rendering code in Java.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • This is the last line before the crash: [ebwizardry]: Synchronising spell emitters for PixelTraveler But I have no idea what this means
    • What in particular? I barely used that mod this time around, and it's never been a problem in the past.
    • Im trying to build my mod using shade since i use the luaj library however i keep getting this error Reason: Task ':reobfJar' uses this output of task ':shadowJar' without declaring an explicit or implicit dependency. This can lead to incorrect results being produced, depending on what order the tasks are executed. So i try adding reobfJar.dependsOn shadowJar  Could not get unknown property 'reobfJar' for object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler. my gradle file plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' id 'com.github.johnrengelman.shadow' version '7.1.2' id 'org.spongepowered.mixin' version '0.7.+' } apply plugin: 'net.minecraftforge.gradle' apply plugin: 'org.spongepowered.mixin' apply plugin: 'com.github.johnrengelman.shadow' version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) //jarJar.enable() println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { mappings channel: mapping_channel, version: mapping_version copyIdeResources = true runs { configureEach { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' arg "-mixin.config=derp.mixin.json" mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { workingDirectory project.file('run-data') args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { flatDir { dirs './libs' } maven { url = "https://jitpack.io" } } configurations { shade implementation.extendsFrom shade } dependencies { minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" implementation 'org.luaj:luaj-jse-3.0.2' implementation fg.deobf("com.github.Virtuoel:Pehkui:${pehkui_version}") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' minecraftLibrary 'luaj:luaj-jse:3.0.2' shade 'luaj:luaj-jse:3.0.2' } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ"), "TweakClass" : "org.spongepowered.asm.launch.MixinTweaker", "TweakOrder" : 0, "MixinConfigs" : "derp.mixin.json" ]) } rename 'mixin.refmap.json', 'derp.mixin-refmap.json' } shadowJar { archiveClassifier = '' configurations = [project.configurations.shade] finalizedBy 'reobfShadowJar' } assemble.dependsOn shadowJar reobf { re shadowJar {} } publishing { publications { mavenJava(MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } } } my entire project:https://github.com/kevin051606/DERP-Mod/tree/Derp-1.0-1.20
    • All versions of Minecraft Forge suddenly black screen even without mods (tried reinstalling original Minecraft, Java, updating drivers doesn't work)
  • Topics

×
×
  • Create New...

Important Information

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