Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.15.2][SOLVED] Render Fluid in GUI


Recommended Posts

Hello, I'm currently doing a fluid tank block and now I want to render the fluid in the gui:

@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY)
{
	super.drawGuiContainerBackgroundLayer(partialTicks, mouseX, mouseY);
	
	int fluidStored = getFluidStoredScaled(73);
	
	Fluid fluid = fluidTank.getFluid().getFluid();
	
	if(fluid != Fluids.EMPTY)
	{
		ResourceLocation stillLocation = fluid.getAttributes().getStillTexture(fluidTank.getFluid());
		TextureAtlasSprite sprite = Minecraft.getInstance().getAtlasSpriteGetter(PlayerContainer.LOCATION_BLOCKS_TEXTURE).apply(stillLocation);
		ResourceLocation spriteLocation = sprite.getName();
		minecraft.getTextureManager().bindTexture(new ResourceLocation(spriteLocation.getNamespace(), "textures/" + spriteLocation.getPath() + ".png"));
		blit(guiLeft + 80, guiTop + 7 + (73 - fluidStored), 0, 16, fluidStored, sprite);
	}
}

 

The result is this: (left is water and right is lava)

2020-04-26_19_56_54.png.8855ca2cd2fa20eb8043bd04b1590659.png2020-04-26_19_56_40.png.4fb06af1ac32cca431f4ee2d7ac36ccf.png

One problem is that the color  of the water is wrong and that the scale (I guess?) is wrong. It should look something like this:

Dynamic_Tank_GUI.png.9b6223a74ea595f85e6e975715a44ea3.png

Edited by Boy132
Link to post
Share on other sites

I'm going mostly by memory here.

 

If the colour is wrong (it is), then you're not applying the color attribute of the fluid (fluid.getAttributes().getColor()).  Apply the colour to GlStateManager.color4f before the blit.  Reset after!

 

For the scaling, the .bindTexture call looks wrong for reasons I don't remember.  I want to say it takes a TextureAtlas ResourceLocation, instead of that of a particular sprite.  The getUV methods inside the blit then pull the correct texture from the atlas.

Link to post
Share on other sites
On 4/26/2020 at 11:26 PM, Ommina said:

If the colour is wrong (it is), then you're not applying the color attribute of the fluid (fluid.getAttributes().getColor()).  Apply the colour to GlStateManager.color4f before the blit.  Reset after!

Thanks, that worked! :)

 

On 4/26/2020 at 11:26 PM, Ommina said:

For the scaling, the .bindTexture call looks wrong for reasons I don't remember.  I want to say it takes a TextureAtlas ResourceLocation, instead of that of a particular sprite.  The getUV methods inside the blit then pull the correct texture from the atlas.

I do bind the textureatlas resourcelocation and if I just use  sprite.getName() it renders the "pink black missing texture" texture. :/ 

Link to post
Share on other sites

The texture atlas is PlayerContainer.LOCATION_BLOCKS_TEXTURE (why they moved it to PlayerContainer of all places is beyond me).

You need to bind that texture and then read the U and V coordinates from the TextureAtlasSprite, it tells you where in the atlas texture the given sprite is located.

  • Thanks 1
Link to post
Share on other sites
  • Boy132 changed the title to [1.15.2][SOLVED] Render Fluid in GUI

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
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.



×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.