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[1.11] Ways to render in a TESR


Awesome_Spider
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Now you are creating modified versions of the quads and then decide you no longer need them and render the original model instead.

You need to render the modified quads.

 

8 hours ago, Awesome_Spider said:

Isn't that what I'm doing? I'm rotating one of the cubes?

You are creating a transformed copy of the quads. You are not modifying the model.

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Ok. I tried that and it only renders the top face (unrotated). I'm probably still doing it wrong.

    protected static BlockRendererDispatcher blockRenderer;

    public int curStep = 0;
    public int totalSteps = 0;

    @Override
    public void renderTileEntityFast(TileEntityRobot te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer renderer) {
        if(blockRenderer == null) blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
        BlockPos pos = te.getPos();
        IBlockAccess world = MinecraftForgeClient.getRegionRenderCache(te.getWorld(), pos);
        IBlockState state = world.getBlockState(pos);

        final IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state);

        renderer.setTranslation(x - pos.getX() + 2.0f, y - pos.getY(), z - pos.getZ() + 2.0f);

        final List<BakedQuad> quadList = model.getQuads(state, null, 0L);

        for(BakedQuad quad : quadList) {
            transform(quad, new TRSRTransformation(new Vector3f(0, 0, 0), new Quat4f(-0.49f, 0, 0, -0.87f), new Vector3f(1, 1, 1), new Quat4f(0.49f, 0, 0, 0.87f)));
        }

        final IBakedModel newModel = new IBakedModel() {
            @Override
            public List<BakedQuad> getQuads(IBlockState state, EnumFacing side, long rand) {
                return quadList;
            }

            @Override
            public boolean isAmbientOcclusion() {
                return model.isAmbientOcclusion();
            }

            @Override
            public boolean isGui3d() {
                return model.isGui3d();
            }

            @Override
            public boolean isBuiltInRenderer() {
                return model.isBuiltInRenderer();
            }

            @Override
            public TextureAtlasSprite getParticleTexture() {
                return model.getParticleTexture();
            }

            @Override
            public ItemCameraTransforms getItemCameraTransforms() {
                return model.getItemCameraTransforms();
            }

            @Override
            public ItemOverrideList getOverrides() {
                return model.getOverrides();
            }
        };

        blockRenderer.getBlockModelRenderer().renderModel(world, newModel, state, pos, renderer, false);
    }

    //This method was borrowed from Vazkii's mod called Botania. It was modified to work for a block instead of an item.
    public static BakedQuad transform(BakedQuad quad, final TRSRTransformation transform) {
        UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(DefaultVertexFormats.BLOCK);
        final IVertexConsumer consumer = new VertexTransformer(builder) {
            @Override
            public void put(int element, float... data) {
                VertexFormatElement formatElement = DefaultVertexFormats.BLOCK.getElement(element);
                switch(formatElement.getUsage()) {
                    case POSITION: {
                        float[] newData = new float[3];
                        Vector3f vec = new Vector3f(data);
                        transform.getMatrix().transform(vec);
                        vec.get(newData);
                        parent.put(element, newData);
                        break;
                    }
                    default: {
                        parent.put(element, data);
                        break;
                    }
                }
            }
        };

        quad.pipe(consumer);
        return builder.build();
    }

 

Mind you, I am creating a new instance of the model every rendering tick. Not sure how to get around that.

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Thanks for pointing that out. Now it isn't rendering.

protected static BlockRendererDispatcher blockRenderer;

    @Override
    public void renderTileEntityFast(TileEntityRobot te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer renderer) {
        if(blockRenderer == null) blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
        BlockPos pos = te.getPos();
        IBlockAccess world = MinecraftForgeClient.getRegionRenderCache(te.getWorld(), pos);
        IBlockState state = world.getBlockState(pos);

        final IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state);

        renderer.setTranslation(x - pos.getX() + 2.0f, y - pos.getY(), z - pos.getZ() + 2.0f);

        final List<BakedQuad> quadList = model.getQuads(state, null, 0L);
        final List<BakedQuad> newQuadList = Lists.newArrayList();


        for(BakedQuad quad : quadList) {
            newQuadList.add(transform(quad, new TRSRTransformation(new Vector3f(0, 0, 0), new Quat4f(-0.49f, 0, 0, -0.87f), new Vector3f(1, 1, 1), new Quat4f(0.49f, 0, 0, 0.87f))));
        }

        final IBakedModel newModel = new IBakedModel() {
            @Override
            public List<BakedQuad> getQuads(IBlockState state, EnumFacing side, long rand) {
                return newQuadList;
            }

            @Override
            public boolean isAmbientOcclusion() {
                return model.isAmbientOcclusion();
            }

            @Override
            public boolean isGui3d() {
                return model.isGui3d();
            }

            @Override
            public boolean isBuiltInRenderer() {
                return model.isBuiltInRenderer();
            }

            @Override
            public TextureAtlasSprite getParticleTexture() {
                return model.getParticleTexture();
            }

            @Override
            public ItemCameraTransforms getItemCameraTransforms() {
                return model.getItemCameraTransforms();
            }

            @Override
            public ItemOverrideList getOverrides() {
                return model.getOverrides();
            }
        };

        blockRenderer.getBlockModelRenderer().renderModel(world, newModel, state, pos, renderer, false);
    }

    //This method was borrowed from Vazkii's mod called Botania. It was modified to work for a block instead of an item.
    public static BakedQuad transform(BakedQuad quad, final TRSRTransformation transform) {
        UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(DefaultVertexFormats.BLOCK);
        final IVertexConsumer consumer = new VertexTransformer(builder) {
            @Override
            public void put(int element, float... data) {
                VertexFormatElement formatElement = DefaultVertexFormats.BLOCK.getElement(element);
                switch(formatElement.getUsage()) {
                    case POSITION: {
                        float[] newData = new float[3];
                        Vector3f vec = new Vector3f(data);
                        transform.getMatrix().transform(vec);
                        vec.get(newData);
                        parent.put(element, newData);
                        break;
                    }
                    default: {
                        parent.put(element, data);
                        break;
                    }
                }
            }
        };

        quad.pipe(consumer);
        return builder.build();
    }

 

Did I get the Quat4fs right? I haven't really worked with them. I used this to get the numbers for them.

Edited by Awesome_Spider
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Ok. I think I'm doing that now. But it isn't rendering.

 

protected static BlockRendererDispatcher blockRenderer;

    @Override
    public void renderTileEntityFast(TileEntityRobot te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer renderer) {
        if(blockRenderer == null) blockRenderer = Minecraft.getMinecraft().getBlockRendererDispatcher();
        BlockPos pos = te.getPos();
        IBlockAccess world = MinecraftForgeClient.getRegionRenderCache(te.getWorld(), pos);
        IBlockState state = world.getBlockState(pos);

        final IBakedModel model = blockRenderer.getBlockModelShapes().getModelForState(state);

        renderer.setTranslation(x - pos.getX() + 2.0f, y - pos.getY(), z - pos.getZ() + 2.0f);

        for(int i = 0; i > model.getQuads(state, null, 0L).size(); i++) {
            BakedQuad quad = model.getQuads(state, null, 0L).get(i);
            quad = transform(quad, new TRSRTransformation(new Vector3f(0, 0, 0), new Quat4f(-0.49f, 0, 0, -0.87f), new Vector3f(1, 1, 1), new Quat4f(0.49f, 0, 0, 0.87f)));

            renderer.addVertexData(quad.getVertexData());
        }
    }

    //This method was borrowed from Vazkii's mod called Botania. It was modified to work for a block instead of an item.
    public static BakedQuad transform(BakedQuad quad, final TRSRTransformation transform) {
        UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(DefaultVertexFormats.BLOCK);
        final IVertexConsumer consumer = new VertexTransformer(builder) {
            @Override
            public void put(int element, float... data) {
                VertexFormatElement formatElement = DefaultVertexFormats.BLOCK.getElement(element);
                switch(formatElement.getUsage()) {
                    case POSITION: {
                        float[] newData = new float[3];
                        Vector3f vec = new Vector3f(data);
                        transform.getMatrix().transform(vec);
                        vec.get(newData);
                        parent.put(element, newData);
                        break;
                    }
                    default: {
                        parent.put(element, data);
                        break;
                    }
                }
            }
        };

        quad.pipe(consumer);
        return builder.build();
    }

 

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