Jump to content

How do I modify (add additional steps to) entity rendering?


nulcow

Recommended Posts

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!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

    • plz help me fix this!!: it wasn't doing this before, whenever I try to join my world it just stucks on the options screen and the 0% never ever shows up, and the game is now frozen! help me, please HELP! https://paste.gg/p/anonymous/0b4686cd036d496db16ec497b1ec7fb9
    • Internal ExeptIon server bug Image LInk  l V https://lens.google.com/search?ep=gsbubb&hl=en-CA&re=df&p=AbrfA8p0hRZLHI5ozxFtMWh8xA21sqBQ71eivErBLG_oF8j-5G7yFOjJQP7DxnD3oOFBAYE4ajAvyOag8ykwGITxwfBg-8CpFUB0plaWJyrGKiw28bj9LohjoyyI07OsFTE5vJa1o3aKF80ocbEG8U_v5QhX_B5B3k370goGoohHkTodvClNPrBATvS6rYMKO43iTr_QbdYL_78wxQ%3D%3D#lns=W251bGwsbnVsbCxudWxsLG51bGwsbnVsbCxudWxsLG51bGwsIkVrY0tKR1E1T1RjeU5ETTVMV05pTVRVdE5HWXdNeTA1TmpWbUxXUXdOekZtWVdZeE9EWTJZaElmYTNoV05VWmFVREJJYTFGVWMwNXBYM3AxVm1GWlRWVTNSRnBoTFVob2F3PT0iLG51bGwsbnVsbCxudWxsLG51bGwsbnVsbCxudWxsLG51bGwsWyI4ZDdmNDE1Yi00ZWViLTQ2NzItOWQyOS05MTA2MWNmMzYyNjciXV0=
    • Ensure your system is running the latest version of Java. Sodium requires Java 17 or later for newer Minecraft versions (like 1.17+). 
    • Hi I wanted to my custom mob to hold any sword item, but didn’t rendered properly.   In entity class, make entity hold items as below: @Override public InteractionResult mobInteract(Player pPlayer, InteractionHand pHand) { //… ItemStack itemstack = pPlayer.getItemInHand(pHand); if (this.isTame()) { if ( (itemstack.is(Items.MELON_SLICE) || itemstack.is(Items.HONEY_BOTTLE)) && this.getHealth() < this.getMaxHealth() ) { //… } /* Handle holding sword */ else if (itemstack.getItem() instanceof SwordItem) { pPlayer.displayClientMessage(Component.literal("Clicked with item: " + itemstack.getDisplayName().getString()).withStyle(ChatFormatting.GOLD), true); //Return sword //pPlayer.getInventory().add(this.getItemInHand(InteractionHand.MAIN_HAND)); pPlayer.getInventory().add(this.getItemBySlot(EquipmentSlot.MAINHAND)); //The entity holds item //this.setItemInHand(InteractionHand.MAIN_HAND, itemstack); this.setItemSlot(EquipmentSlot.MAINHAND, itemstack.copy()); //Give copy of itemstack //If player is not in creative mode. From mobInteract() in wolf. if (!pPlayer.getAbilities().instabuild) { //Decrement sword count in hand pPlayer.getItemInHand(pHand).shrink(1); } return InteractionResult.SUCCESS; } else { //If player is sneaking pPlayer.displayClientMessage(getItemInHand(InteractionHand.MAIN_HAND).getDisplayName(), false); if (pPlayer.isShiftKeyDown()) { //Return sword //pPlayer.getInventory().add(this.getItemInHand(InteractionHand.MAIN_HAND)); pPlayer.getInventory().add(this.getItemBySlot(EquipmentSlot.MAINHAND)); //The entity holds nothing this.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); return InteractionResult.SUCCESS; } else { //… } } else { return interactionresult; } }   And in render class, render the item as below: @Override public void render(RanaEntity pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) { if(pEntity.isBaby()) { pMatrixStack.scale(0.5f, 0.5f, 0.5f); } model.setupAnim(pEntity, 0, 0, 0, pEntityYaw, 0); // //Get location and rotation of arm bone ModelPart rightArm = model.rightArm(); //Get right arm //Get location and rotation of item according to arm bone pMatrixStack.pushPose(); pMatrixStack.translate(rightArm.x, rightArm.y, rightArm.z); //Move to bone location pMatrixStack.mulPose(Axis.XP.rotationDegrees(rightArm.xRot)); //Rotate X pMatrixStack.mulPose(Axis.YP.rotationDegrees(rightArm.yRot)); //Rotate Y pMatrixStack.mulPose(Axis.ZP.rotationDegrees(rightArm.zRot)); //Rotate Z //Draw item //ItemStack itemStack = pEntity.getItemInHand(InteractionHand.MAIN_HAND); ItemStack itemStack = pEntity.getItemBySlot(EquipmentSlot.MAINHAND); if (!itemStack.isEmpty()) { //Offset pMatrixStack.translate(0.0, 0.0, 0.1); // Render the item //Minecraft.getInstance().getItemRenderer().renderStatic(itemStack, ItemDisplayContext.THIRD_PERSON_RIGHT_HAND, pPackedLight, OverlayTexture.NO_OVERLAY, pMatrixStack, pBuffer, pEntity.level(), pEntity.getId()); //itemRenderer.renderStatic(itemStack, ItemDisplayContext.THIRD_PERSON_RIGHT_HAND, pPackedLight, OverlayTexture.NO_OVERLAY, pMatrixStack, pBuffer, pEntity.level(), pEntity.getId()); itemInHandRenderer.renderItem(pEntity, itemStack, ItemDisplayContext.THIRD_PERSON_RIGHT_HAND, false, pMatrixStack, pBuffer, pEntity.getId()); } pMatrixStack.popPose(); super.render(pEntity, pEntityYaw, pPartialTicks, pMatrixStack, pBuffer, pPackedLight); }   I confirmed the entity can properly hold item(logically) but the item which the entity holds is not rendered at all.   Full code: https://github.com/sakiiiiika/ranamod   Thanks.
  • Topics

×
×
  • Create New...

Important Information

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