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Posted (edited)

I want to display a custom vignette with custom color when the player has a certain item as helmet equipped.

The problem is that when I run the render method of my gui,

when in RenderGameOverlayEvent.Pre, nothing can be seen except the HUD,

when in RenderGameOverlayEvent.Post, it's drawn above everything, including settings menu.

My code:

@EventBusSubscriber
public class OverlayDataGoggles extends GuiScreen {
	
	private static OverlayDataGoggles instance = new OverlayDataGoggles();
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		instance.mc = Minecraft.getMinecraft();
		instance.fontRenderer = instance.mc.fontRenderer;
		instance.render();
	}
	
	private void render() {
		EntityPlayer player = mc.player;
		if (player != null) {
			InventoryPlayer inv = player.inventory;
			if (inv != null) {
				NonNullList<ItemStack> armor = inv.armorInventory;
				if (armor != null) {
					ItemStack helmet = inv.armorItemInSlot(3);
					if (this.mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
						ScaledResolution scaled = new ScaledResolution(mc);
						int width = scaled.getScaledWidth();
						int height = scaled.getScaledHeight();
						renderVignette(scaled, 0, 1, 1);
						renderToolTip(helmet, width / 2, height / 2);
					}
				}
			}
		}
	}
	
	protected static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	protected void renderVignette(ScaledResolution scaledRes, float r, float g, float b) {
        GlStateManager.enableBlend();
        GlStateManager.enableAlpha();
		GlStateManager.disableDepth();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		GlStateManager.color(r, g, b, 1.0f);
		this.mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
        GlStateManager.disableBlend();
        GlStateManager.disableAlpha();
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

 

Edited by GDavid
Posted

Are you using the correct blend factors?

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Posted

First of all you can't do this

  On 10/19/2018 at 12:29 PM, GDavid said:

@EventBusSubscriber

public class OverlayDataGoggles extends GuiScreen

Expand  

This will crash the server because GuiScreen doesn't exist on the server. Why are you extending GuiScreen anyway? There is no reason to do so.

 

  On 10/19/2018 at 12:29 PM, GDavid said:

if (player != null)

Expand  

This will never be false. The RenderGameOverlayEvent fires, well, when the overlay HUD is rendered. The player is never null by then.

 

  On 10/19/2018 at 12:29 PM, GDavid said:

if (inv != null)

Expand  

This will never be false. The player can't have a non-null inventory.

 

  On 10/19/2018 at 12:29 PM, GDavid said:

if (armor != null)

Expand  

This will never be false. The inventory will always have it's armor list instantinated.

All of this can be replaced with one line of code:

ItemStack helmet = Minecraft.getMinecraft().player.getItemStackFromSlot(EntityEquipmentSlot.HEAD);

There, you are done.

 

  On 10/19/2018 at 12:29 PM, GDavid said:

renderToolTip(helmet, width / 2, height / 2);

Expand  

This does a lot of things to GL state which are not supposed to be there when the HUD is rendered, thus the game can't properly draw the rest of it and all you see is a black screen, hence the

  On 10/19/2018 at 12:29 PM, GDavid said:

nothing can be seen except the HUD

Expand  

Don't call this method. It doesn't really work during the HUD pass anyway.

 

GlStateManager.disableBlend();
GlStateManager.disableAlpha();
GlStateManager.enableDepth();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

Why are you disabling blending? The rest of the HUD rendering expects it to be enabled. And if you are disabling it there is no logic in setting the blend function to something else afterwards.

Same with the alpha. Don't disable it. In fact don't enable it in the first place, it is irrelevant.

  • Thanks 1
Posted (edited)

Changed it to

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.NonNullList;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 1, 1);
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b) {
		GlStateManager.disableDepth();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.color(r, g, b, 1.0f);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

Still not transparent. Actually everything painted to the chosen color. Also, changed the texture to white + transparency.

 

  Quote

Why are you extending GuiScreen anyway? There is no reason to do so.

Expand  

I wanted to display item tooltips. Is there a way that works in HUD?

 

  Quote

Why are you disabling blending? The rest of the HUD rendering expects it to be enabled. And if you are disabling it there is no logic in setting the blend function to something else afterwards.

Same with the alpha. Don't disable it. In fact don't enable it in the first place, it is irrelevant.

Expand  

I disable and enable them because the renderVignette method is just a modified copy of the one found in GuiIngame. And the alpha is here because first I thought that might be the thing I'm missing.

Edited by GDavid
Posted
  Quote

GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);

Expand  

Your blend function is incorrect. The first parameter is supposed to be ZERO.

Also blend isn't enabled by the time RenderGameOverlayEvent.Pre fires. You have to enable it first.

 

  On 10/20/2018 at 4:14 PM, GDavid said:

I wanted to display item tooltips. Is there a way that works in HUD?

Expand  

Use GuiUtils#drawHoveringText. The one that takes an ItemStack as it's first parameter.

Be aware that rendering the text disables blend and changes the state's color. So you will have to enable blend back and change the color to white after you are done.

  • Thanks 1
Posted (edited)

Corrected blend function and added back enable blend.

It tints the HUD red and everything else is black.

This is my vignette texture:vignette.png.ac801c4cc2337a82b9b88bf1e59b4d99.png

The center is transparent, the edge is white if it can't be seen for some reason.

 

Also, GuiUtils.drawHoveringText didn't work.

Edited by GDavid
Posted
package gdavid.davidsmod.gui;

import java.util.ArrayList;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 1, 1);
			GuiUtils.drawHoveringText(helmet, new ArrayList<String>(), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.color(r, g, b, 1.0f);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.disableBlend();
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

 

Posted
  On 10/20/2018 at 4:56 PM, GDavid said:

GlStateManager.depthMask(true);

GlStateManager.disableBlend();

GlStateManager.enableDepth();

Expand  

 

  On 10/20/2018 at 3:50 PM, V0idWa1k3r said:

Why are you disabling blending? The rest of the HUD rendering expects it to be enabled.

Expand  

 

 

  On 10/20/2018 at 4:56 PM, GDavid said:

GuiUtils.drawHoveringText(helmet, new ArrayList<String>(), width / 2, height / 2, width, height, width / 3, fontRenderer); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

Expand  
  On 10/20/2018 at 4:31 PM, V0idWa1k3r said:

Be aware that rendering the text disables blend and changes the state's color. So you will have to enable blend back and change the color to white after you are done.

Expand  

Also you are telling it to render an empty list of strings which is not very productive. It is supposed to contain the description of the item.

 

  • Thanks 1
Posted

The tooltip is working now.

The alpha doesn't apply for some reason, it tints the entire screen regardless texture alpha.

code:

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 0, 0);
			GuiUtils.drawHoveringText(helmet, helmet.getTooltip(player, ITooltipFlag.TooltipFlags.NORMAL), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
			GlStateManager.enableBlend();
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.color(r, g, b, 1.0f);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

 

Posted
  On 10/20/2018 at 6:01 PM, GDavid said:

GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);

Expand  

Your blend function is still wrong. Why do you keep changing it in it's entirety? I told you to change the first parameter, not the second one. The second parameter is supposed to be ONE_MINUS_SRC_COLOR.

Posted

Ok, this is closer to what I want, but still not good.

Now transparency works, but from one point, it's too dark. It shouldn't be that dark.

code:

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 0, 0, 1);
			/*
			GuiUtils.drawHoveringText(helmet, helmet.getTooltip(player, ITooltipFlag.TooltipFlags.NORMAL), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
			GlStateManager.enableBlend();
			*/
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b, float a) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		GlStateManager.color(r, g, b, a);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

Also, how can I make it render below the HUD, so it doesn't cover the hotbar, chat and such?

Posted (edited)

This works!

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 0, 0, 1);
			/*
			GuiUtils.drawHoveringText(helmet, helmet.getTooltip(player, ITooltipFlag.TooltipFlags.NORMAL), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
			GlStateManager.enableBlend();
			*/
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b, float a) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		GlStateManager.color(r, g, b, a);
        GlStateManager.disableAlpha();
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
        GlStateManager.enableAlpha();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	}
	
}

Only that I need to make the texture more transparent. If I make it too transparent, everything turns black. ?? I need a better solution.

How can I make it render below the HUD, so it doesn't cover the hotbar, chat and such?

EDIT: I had to move the event handler out of the class so server won't crash.

Edited by GDavid
Posted
  On 10/20/2018 at 7:42 PM, GDavid said:

If I make it too transparent, everything turns black. ??

Expand  

You can specify an alpha test function that would cut off pixels that are too transparent.

 

GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

This is not the blend function the vignette uses but I guess if it works for your texture just fine then you can keep it...

 

  On 10/20/2018 at 7:42 PM, GDavid said:

How can I make it render below the HUD, so it doesn't cover the hotbar, chat and such?

Expand  

Change the Z level to something big and negative. You can also remove the depth manipulations while you are at it. And change the event to Post instead of Pre. 

 

Also an important note - Pre and Post events fire for each HUD element! That means that you are rendering your overlay multiple times over and over again. You need to check the current element being rendered. In your case it would be ALL.

if (event.getType() == RenderGameOverlayEvent.ElementType.ALL)

 

  • Thanks 1
Posted

Thanks, it's working as intended now. It was too dark because it was drawn multiple times, not just once. Also, it renders below the hud with ElementType.ALL.

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