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Posted

Hi all, I need some help figuring out how to do a proper item renderer.  I have spent a good bit of the last two days working on this issue and I have reset the code base back to what I have below to get a clean start.  My goal with this was to do a custom render for everything, but inventory and use the helper where possible.

 

I have comments in the code explaining my thought process, any help is welcomed.

 

Thanks

 


package magica.client.render;

import cpw.mods.fml.client.FMLClientHandler;
import magica.items.ItemRune;
import magica.reference.Names;
import magica.reference.Reference;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;

public class RenderRune implements IItemRenderer
{

@Override
public boolean handleRenderType (ItemStack itemStack, ItemRenderType itemRenderType) {

	return itemRenderType != ItemRenderType.INVENTORY;

}

@Override
public boolean shouldUseRenderHelper (ItemRenderType itemRenderType, ItemStack itemStack, ItemRendererHelper itemRendererHelper) {

	return itemRendererHelper == ItemRendererHelper.ENTITY_ROTATION || itemRendererHelper == ItemRendererHelper.ENTITY_BOBBING;
}

@Override
public void renderItem (ItemRenderType itemRenderType, ItemStack itemStack, Object... data) {

	switch (itemRenderType) {
		case ENTITY: {
			GL11.glPushMatrix();
			GL11.glTranslatef(-0.5F, 0F, 0F);
			if (itemStack.isOnItemFrame()) {
				GL11.glTranslatef(0F, -0.3F, 0.01F);
			}
			render(itemStack);
			GL11.glPopMatrix();
			break;
		}
		case EQUIPPED: {
			render(itemStack);
			break;
		}
		case EQUIPPED_FIRST_PERSON: {
			render(itemStack);
			break;
		}
		default:
			break;
	}

}

private void render (ItemStack itemStack) {

	IIcon icon = itemStack.getIconIndex();

	Tessellator t = Tessellator.instance;

	float f = icon.getMinU();
	float f1 = icon.getMaxU();
	float f2 = icon.getMinV();
	float f3 = icon.getMaxV();
	float scale = 1F / 16F;

	GL11.glColor4f(1F, 1F, 1F, 1F);

	// draw the background image, 64 x 64 scaled to 16

	ItemRenderer.renderItemIn2D(Tessellator.instance, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), scale);

	if (itemStack.getItem() instanceof ItemRune && itemStack.stackTagCompound != null) {

		// The textures for the slots overlap on the edges but that part is a transparent so it is ok

		if (itemStack.stackTagCompound.hasKey("RuneSlot01") && !itemStack.stackTagCompound.getString("RuneSlot01").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot01")));

			// draw it in slot 1 ( 0,0 to 31,31)

			t.startDrawingQuads();

			// Need the stuff to go here

			t.draw();

		}

		if (itemStack.stackTagCompound.hasKey("RuneSlot02") && !itemStack.stackTagCompound.getString("RuneSlot02").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot02")));

			// draw it in slot 2 ( 31,0 to 63,31)

			t.startDrawingQuads();

			// Need the stuff to go here

			t.draw();

		}

		if (itemStack.stackTagCompound.hasKey("RuneSlot03") && !itemStack.stackTagCompound.getString("RuneSlot03").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot03")));

			// draw it in slot 3 ( 0,31 to 31,63)

			t.startDrawingQuads();

			// Need the stuff to go here

			t.draw();

		}

		if (itemStack.stackTagCompound.hasKey("RuneSlot04") && !itemStack.stackTagCompound.getString("RuneSlot04").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot04")));

			// draw it in slot 4 ( 31,31 to 63,63)

			t.startDrawingQuads();

			// Need the stuff to go here

			t.draw();

		}

	}

	GL11.glColor4f(1, 1, 1, 1.0F);

}

private ResourceLocation findRuneTexture (String runeName) {

	if (runeName.equalsIgnoreCase(Names.Runes.UR)) {

		return new ResourceLocation(Reference.MOD_ID, "textures/models/" + Names.Runes.UR + ".png");

	}

	return new ResourceLocation("minecraft", ":missingno");

}

}

Posted

So what is your problem with the code?

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

After trying multiple times to get the slot textures to render correctly I haven't been able to figure that part out.  The best result I had so far was getting it to render in the slot 3 position (I was trying for slot 1) and it was only on the back side (in third person it would be the side facing the ground) of the item. 

 

The main texture is rendering fine in all conditions, but I am just unable to find a working example or tutorial that I can understand about how to render the runes correctly in the correct positions and and both visible sides.  One of my main hang ups is figuring out the positioning system and the sizing system since the slot textures are 1/4 of the main texture.

Posted

What do you mean by slots? Is it your custom slot texture?

Also, are you getting the problem on every renderType?

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Slots might not be the right word here since not at all what I meant.

 

The texture is of a wood rune which a player will carve into up to 4 times.  The base rendering of the wooden rune is working fine for all render types.  What I am lacking the knowledge of implementing is drawing the up to 4 runes on top of the texture in their proper positions and sizes. 

 

I made several attempts to get that functionality in there and each failed with amazing results.  So at this point I am just looking to get pointed into the correct direction to get this done and actually learn this rendering thing finally.

 

Thanks

Posted

1. Do you know how to use Tessellator?

2. I think you should use GL11.pushMatrix() and GL11.popMatrix(). Google how to use them.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

This has been my first dance with the Tessellator.  I have used GL11 to do some overlay work and GUI work but not anything like this.  When I was using the Tessellator I used this as a reference for what I attempted http://www.minecraftforge.net/wiki/Tessellator but all my attempts with the addVertex and addvertexwithUV got muddled around.

 

Besides the bad positioning attempt I had one attempt that did render the texture on the other, but it was full sized and not scaled down.  Is there a better example that you can point me to that explains how to calculate the vertex positions relative to the background texture?  I think the big issue here is just me having issues understanding the given references I have found.

Posted

You can scale the rendering using GL11.glScalef(float xScale, float yScale, float zScale).

Note that you should work on new matrix when scaling, using GL11.pushMatrix() and GL11.popMatrix().

(So pushMatix -> scale -> rendering -> popMatrix)

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Ok I got this worked out.  The scale wasn't needed after all, but it lead me to the right path while I was researching it.  This is my final renderer for this item and it seems to be working properly.

 

Thanks again for the help on this.

 


package magica.client.render;

import cpw.mods.fml.client.FMLClientHandler;
import magica.items.ItemRune;
import magica.reference.Reference;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;
import org.lwjgl.opengl.GL11;

public class RenderRune implements IItemRenderer
{

@Override
public boolean handleRenderType (ItemStack itemStack, ItemRenderType itemRenderType) {

	return itemRenderType != ItemRenderType.INVENTORY;

}

@Override
public boolean shouldUseRenderHelper (ItemRenderType itemRenderType, ItemStack itemStack, ItemRendererHelper itemRendererHelper) {

	return itemRendererHelper == ItemRendererHelper.ENTITY_ROTATION || itemRendererHelper == ItemRendererHelper.ENTITY_BOBBING;
}

@Override
public void renderItem (ItemRenderType itemRenderType, ItemStack itemStack, Object... data) {

	switch (itemRenderType) {
		case ENTITY: {
			GL11.glPushMatrix();
			GL11.glTranslatef(-0.5F, 0F, 0F);
			if (itemStack.isOnItemFrame()) {
				GL11.glTranslatef(0F, -0.3F, 0.01F);
			}
			render(itemStack);
			GL11.glPopMatrix();
			break;
		}
		case EQUIPPED: {
			render(itemStack);
			break;
		}
		case EQUIPPED_FIRST_PERSON: {
			render(itemStack);
			break;
		}
		default:
			break;
	}

}

private void render (ItemStack itemStack) {

	IIcon icon = itemStack.getIconIndex();

	Tessellator t = Tessellator.instance;

	float f = icon.getMinU();
	float f1 = icon.getMaxU();
	float f2 = icon.getMinV();
	float f3 = icon.getMaxV();
	float scale = 1F / 16F;

	float p_78439_1_ = f1;
	float p_78439_2_ = f2;
	float p_78439_3_ = f;
	float p_78439_4_ = f3;
	int p_78439_5_ = 32;
	int p_78439_6_ = 32;
	float p_78439_7_ = scale;

	// draw the background image, 64 x 64 scaled to 16

	ItemRenderer.renderItemIn2D(Tessellator.instance, f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), scale);

	if (!itemStack.isOnItemFrame()) {

		GL11.glPushMatrix();

		GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);

		GL11.glTranslatef(-1.0F, 0.0F, 0.1F);

	}

	if (itemStack.getItem() instanceof ItemRune && itemStack.stackTagCompound != null) {

		// The textures for the slots overlap on the edges but that part is a transparent so it is ok

		if (itemStack.stackTagCompound.hasKey("RuneSlot01") && !itemStack.stackTagCompound.getString("RuneSlot01").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot01")));

			// draw it in slot 1 ( 0,0 to 31,31)

			t.startDrawingQuads();

			t.addVertexWithUV(0.0D, 0.5D, 0.0D, 0, 1);
			t.addVertexWithUV(0.5D, 0.5D, 0.0D, 1, 1);
			t.addVertexWithUV(1.0D, 1.0D, 0.0D, 1, 0);
			t.addVertexWithUV(0.0D, 1.0D, 0.0D, 0, 0);

			t.draw();

		}

		if (itemStack.stackTagCompound.hasKey("RuneSlot02") && !itemStack.stackTagCompound.getString("RuneSlot02").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot02")));

			// draw it in slot 2 ( 31,0 to 63,31)

			t.startDrawingQuads();

			t.addVertexWithUV(0.5D, 0.5D, 0.0D, 0, 1);
			t.addVertexWithUV(1.0D, 0.5D, 0.0D, 1, 1);
			t.addVertexWithUV(1.0D, 1.0D, 0.0D, 1, 0);
			t.addVertexWithUV(0.5D, 1.0D, 0.0D, 0, 0);

			t.draw();

		}

		if (itemStack.stackTagCompound.hasKey("RuneSlot03") && !itemStack.stackTagCompound.getString("RuneSlot03").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot03")));

			// draw it in slot 3 ( 0,31 to 31,63)

			t.startDrawingQuads();

			t.addVertexWithUV(0.0D, 0.0D, 0.0D, 0, 1);
			t.addVertexWithUV(0.5D, 0.0D, 0.0D, 1, 1);
			t.addVertexWithUV(1.0D, 0.5D, 0.0D, 1, 0);
			t.addVertexWithUV(0.0D, 0.5D, 0.0D, 0, 0);

			t.draw();

		}

		if (itemStack.stackTagCompound.hasKey("RuneSlot04") && !itemStack.stackTagCompound.getString("RuneSlot04").isEmpty()) {

			// Bind to the correct texture, one for now 24 are planned.  They are 32 x 32

			FMLClientHandler.instance().getClient().renderEngine.bindTexture(findRuneTexture(itemStack.stackTagCompound.getString("RuneSlot04")));

			// draw it in slot 4 ( 31,31 to 63,63)

			t.startDrawingQuads();

			t.addVertexWithUV(0.5D, 0.0D, 0.0D, 0, 1);
			t.addVertexWithUV(1.0D, 0.0D, 0.0D, 1, 1);
			t.addVertexWithUV(1.0D, 0.5D, 0.0D, 1, 0);
			t.addVertexWithUV(0.5D, 0.5D, 0.0D, 0, 0);

			t.draw();

		}

		if (!itemStack.isOnItemFrame()) {

			GL11.glPopMatrix();

		}

	}

}

private ResourceLocation findRuneTexture (String runeName) {

	return new ResourceLocation(Reference.MOD_ID, "textures/models/" + runeName + ".png");

}

}

 

Jfi7DUe.png

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