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Posted (edited)

I've been working on the ability to add banner patterns to elytras, and I've actually gotten it to work. However, when an elytra has a banner attached the transparent parts of the wings are rendered with a gray color. 

 

Photos:

  Reveal hidden contents

 

My layer renderer -> https://hastebin.com/roquzivade.hs

My 'banner/elytra textures' cache -> https://hastebin.com/fusewojuva.hs

My texture class (currently the same as a normal LayerColourMaskTexture class) -> https://hastebin.com/tazuwapabe.hs

 

This only happens when I have a banner attached to the elytra, so it leads me to believe there's something I've missed in my texture class. I've tried adding a check on the multiplied colour, testing to see if it that shade of gray was present and then setting the pixel RGBA to a transparent pixel, but that didn't work.

 

I think I'm a bit in over my head here, it'd be great if someone could help push me in the right direction.

 

Cheers!

Edited by ReconCubed
added extra photo
Posted

Howdy

 

Are you sure this blend function is what you intend?

GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

Normally I would expect to see something like

GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);

 

Your texture generator doesn't appear to handle alpha values explicitly?  It seems to be doing some sort of magic manipulations there, it would help if you named your variables more clearly. 

This in particular just doesn't look right; I presume it is trying to extract the alpha value but it's not clear to me why the alpha value is in the lowest 8 bits initially but needs to be shifted to the upper 8 bits

int j1 = (i1 & 255) << 24 & -16777216;

 

-TGG

 

Posted
  On 4/30/2020 at 10:43 AM, TheGreyGhost said:

Howdy

 

Are you sure this blend function is what you intend?

GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

Normally I would expect to see something like

GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);

 

Your texture generator doesn't appear to handle alpha values explicitly?  It seems to be doing some sort of magic manipulations there, it would help if you named your variables more clearly. 

This in particular just doesn't look right; I presume it is trying to extract the alpha value but it's not clear to me why the alpha value is in the lowest 8 bits initially but needs to be shifted to the upper 8 bits

int j1 = (i1 & 255) << 24 & -16777216;

 

-TGG

 

Expand  

Yeah, the texture generator is currently a direct copy+paste of vanillas LayeredColorMaskTexture, which is used to generate banners.

 I started off with just using that class, but that didn't work so I copied it over to my own to make tweaks. This is my first time playing with texture generators so I don't really understand it very well yet. 

 

I've managed to seperate the transparent pixels, even manipulate their colour. But I can't seem to get the alpha channel to actually work.

https://hastebin.com/ogalajogux.hs

 

I've trief 0x00 and all its counterparts I could find on the internet for just a transparent RGBA value in bytes. No luck there, just renders as white or black.

 

 

As for the blend func change, I've switched my source factor and destination factor to match what you've suggested, but not changes. The original elytra layer uses source factor one & dest factor zero, so I figured it'd be fine.

 

 

Posted

Are banners transparent (cutout)?  That may be the problem if you've copied the texture gen code from banners.

The vanilla elytra isn't really transparent, it's cutout so the blending function is irrelevant, the alpha test is the important function.  i.e. if alpha is less than the cutoff it's transparent, otherwise it's opaque.  I can't tell from your code whether cutout (alpha test) is enabled or not.  But if it renders as opaque no matter what RGBA you write into the texture, then it's probably disabled.

 

The first thing I'd try is something like this:

                            for (int height = 0; height < nativeimage2.getHeight(); ++height) {
                                for (int width = 0; width < nativeimage2.getWidth(); ++width) {
                                    int pixelRGBA = nativeimage2.getPixelRGBA(width, height);
                                    if (height == width) {
                                      nativeimage1.setPixelRGBA(width, height, 0);  // will be transparent
                                    } else {
                                      nativeimage1.setPixelRGBA(width, height, pixelRGBA);
									}	                           
                                }
                            }

If that has cutout pixels in it, you know that the rendering is ok.  Otherwise your rendering mode is wrong (alpha cutoff is not correct).

 

I think your code for generating the texture is not right.  The int RGBA value that you get is actually composed of four components

bits 0 -> 7 are red

bits 8 -> 15 are green

bits 16 -> 23 are blue

bits 24 -> 31 are the alpha value.

 

so you calculate

int alphaValue = (pixelRGBA >> 24) & 0xff;

int colourWithoutAlpha = (pixelRGBA & 0xffffff);

// blend your colours without Alpha here

then

int newRGBA = (alphaValue << 24) | (newColourWithoutAlpha);

 

using blendPixel probably won't give you what you want because it blends the alpha channels as well which will probably mess up your culling.

 

Perhaps if you describe how exactly you want the two textures to be combined it might help.

Do you want partial blending of the banner texture onto the elytra?  Or are you just wanting the elytra to be coloured to match the banner except where the elytra has a cutout (i.e. all-or-nothing blending)?  In the second case I don't think you need blendPixel at all - just check every pixel in the elytra texture and if the alphaValue is above the cutoff, write the banner pixel to the output texture, otherwise write a transparent pixel (alpha of zero)

 

-TGG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Posted
  On 4/30/2020 at 3:40 PM, TheGreyGhost said:

Are banners transparent (cutout)?  That may be the problem if you've copied the texture gen code from banners.

The vanilla elytra isn't really transparent, it's cutout so the blending function is irrelevant, the alpha test is the important function.  i.e. if alpha is less than the cutoff it's transparent, otherwise it's opaque.  I can't tell from your code whether cutout (alpha test) is enabled or not.  But if it renders as opaque no matter what RGBA you write into the texture, then it's probably disabled.

 

The first thing I'd try is something like this:

                            for (int height = 0; height < nativeimage2.getHeight(); ++height) {
                                for (int width = 0; width < nativeimage2.getWidth(); ++width) {
                                    int pixelRGBA = nativeimage2.getPixelRGBA(width, height);
                                    if (height == width) {
                                      nativeimage1.setPixelRGBA(width, height, 0);  // will be transparent
                                    } else {
                                      nativeimage1.setPixelRGBA(width, height, pixelRGBA);
									}	                           
                                }
                            }

If that has cutout pixels in it, you know that the rendering is ok.  Otherwise your rendering mode is wrong (alpha cutoff is not correct).

 

I think your code for generating the texture is not right.  The int RGBA value that you get is actually composed of four components

bits 0 -> 7 are red

bits 8 -> 15 are green

bits 16 -> 23 are blue

bits 24 -> 31 are the alpha value.

 

so you calculate

int alphaValue = (pixelRGBA >> 24) & 0xff;

int colourWithoutAlpha = (pixelRGBA & 0xffffff);

// blend your colours without Alpha here

then

int newRGBA = (alphaValue << 24) | (newColourWithoutAlpha);

 

using blendPixel probably won't give you what you want because it blends the alpha channels as well which will probably mess up your culling.

 

Perhaps if you describe how exactly you want the two textures to be combined it might help.

Do you want partial blending of the banner texture onto the elytra?  Or are you just wanting the elytra to be coloured to match the banner except where the elytra has a cutout (i.e. all-or-nothing blending)?  In the second case I don't think you need blendPixel at all - just check every pixel in the elytra texture and if the alphaValue is above the cutoff, write the banner pixel to the output texture, otherwise write a transparent pixel (alpha of zero)

 

-TGG

Expand  

 

Sorry it took a while to reply! Was away over the weekend.

 

I tried adding alpha test in my custom elytra layer, and set the transparent pixels to 0. That ended up just rendering black for those pixels. It seems to be targetting the correct pixels from the original texture images, however just turning them black and making the entire thing a black square with the textures on it (like the photos in my OP).

I also went back to have a 2nd look at the vanilla elytra layer, I believe they do use blendFunc, I cant see anything about the alpha test func in there.

 

Also, to answer your question: I have made some textures using the vanilla Elytra & shield patterns as a base (much like how the banner & shield do it). zUS6QHN.png

 

I'm simply trying to render the proper elytra transparency, like the below picture, but with the custom textures I use above for all the banner patterns & colours. 

150px-Elytra_JE2_BE2.png?version=8329d6c

 

Cheers!

 

 

 

 

Posted
  On 5/5/2020 at 10:19 AM, TheGreyGhost said:

Hmm ok

If you put your code into a github repository I'll download it in the next few days and have a look, if you like.

 

Cheers

  TGG

Expand  

 

Thanks!

Here's my repo: https://github.com/ReconCubed/thecommunityupdate

 

The related files are:

https://github.com/ReconCubed/thecommunityupdate/tree/master/src/main/java/me/reconcubed/communityupdate/client/render

https://github.com/ReconCubed/thecommunityupdate/blob/master/src/main/java/me/reconcubed/communityupdate/util/BannerTextures.java

 

I appreciate the help!

 

Posted

Well after a bit of refactoring I figured out the problem

It's more obvious when I replaced the magic numbers with the proper OpenGL constants

 

            TextureUtil.prepareImage(this.getGlTextureId(), overlaidElytra.getWidth(), overlaidElytra.getHeight());
            GlStateManager.pixelTransfer(GL11.GL_ALPHA_BIAS, Float.MAX_VALUE);  // Sets alpha of final image to max.... delete this line and it works fine.
            overlaidElytra.uploadTextureSub(0, 0, 0, false);
            GlStateManager.pixelTransfer(GL11.GL_ALPHA_BIAS, 0.0F);

 

-TGG

 

PS the refactored code FYI

 

package me.reconcubed.communityupdate.client.render;

import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.platform.TextureUtil;

import java.io.IOException;
import java.util.List;

import net.minecraft.client.renderer.texture.NativeImage;
import net.minecraft.client.renderer.texture.Texture;
import net.minecraft.item.DyeColor;
import net.minecraft.resources.IResource;
import net.minecraft.resources.IResourceManager;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.MathHelper;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL14;

@OnlyIn(Dist.CLIENT)
public class LayeredColorMaskTextureCustom extends Texture {
    private static final Logger LOGGER = LogManager.getLogger();
    private final ResourceLocation textureLocation;
    private final List<String> listTextures;
    private final List<DyeColor> listDyeColors;

    public LayeredColorMaskTextureCustom(ResourceLocation textureLocationIn, List<String> p_i46101_2_, List<DyeColor> p_i46101_3_) {
        this.textureLocation = textureLocationIn;
        this.listTextures = p_i46101_2_;
        this.listDyeColors = p_i46101_3_;
    }

    public void loadTexture(IResourceManager manager) throws IOException {
        try (
                IResource iresource = manager.getResource(this.textureLocation);
                NativeImage baseElytra = NativeImage.read(iresource.getInputStream());
                NativeImage overlaidElytra = new NativeImage(baseElytra.getWidth(), baseElytra.getHeight(), false);
        ) {
            overlaidElytra.copyImageData(baseElytra);

            for (int i = 0; i < 17 && i < this.listTextures.size() && i < this.listDyeColors.size(); ++i) {
                String bannerTextureRL = this.listTextures.get(i);
                if (bannerTextureRL != null) {
                    try (
                            NativeImage bannerLayer = net.minecraftforge.client.MinecraftForgeClient.getImageLayer(new ResourceLocation(bannerTextureRL), manager);
                    ) {
                        int bannerLayerColour = this.listDyeColors.get(i).getSwappedColorValue();
                        if (bannerLayer.getWidth() == overlaidElytra.getWidth() && bannerLayer.getHeight() == overlaidElytra.getHeight()) {
                            for (int height = 0; height < bannerLayer.getHeight(); ++height) {
                                for (int width = 0; width < bannerLayer.getWidth(); ++width) {

                                    int alphaBanner = bannerLayer.getPixelRGBA(width, height) & 0xff;  // extract the red channel, could have used green or blue also.
                                    int alphaElytra = baseElytra.getPixelLuminanceOrAlpha(width, height) & 0xff;
                                    //  algorithm is:
                                    //  if elytra pixel is transparent, do nothing
                                    //  otherwise:
                                    //    the banner blend layer is a greyscale which is converted to a transparency:
                                    //     blend the banner's colour into elytra pixel using the banner blend transparency

                                    if (alphaElytra != 0 && alphaBanner != 0) {
                                      int elytraPixelRGBA = baseElytra.getPixelRGBA(width, height);
                                      int multipliedColorRGB = MathHelper.multiplyColor(elytraPixelRGBA, bannerLayerColour) & 0xFFFFFF;
                                      int multipliedColorRGBA = multipliedColorRGB | (alphaBanner << 24);
                                      overlaidElytra.blendPixel(width, height, multipliedColorRGBA);
                                    }

                                }
                            }
                        }
                    }
                }
            }

            TextureUtil.prepareImage(this.getGlTextureId(), overlaidElytra.getWidth(), overlaidElytra.getHeight());
          GlStateManager.pixelTransfer(GL11.GL_ALPHA_BIAS, 0.0F);
            overlaidElytra.uploadTextureSub(0, 0, 0, false);
        } catch (IOException ioexception) {
            LOGGER.error("Couldn't load layered color mask image", (Throwable) ioexception);
        }

    }
}

 

 

 

Posted
  On 5/9/2020 at 7:09 AM, TheGreyGhost said:

Well after a bit of refactoring I figured out the problem

It's more obvious when I replaced the magic numbers with the proper OpenGL constants

 

            TextureUtil.prepareImage(this.getGlTextureId(), overlaidElytra.getWidth(), overlaidElytra.getHeight());
            GlStateManager.pixelTransfer(GL11.GL_ALPHA_BIAS, Float.MAX_VALUE);  // Sets alpha of final image to max.... delete this line and it works fine.
            overlaidElytra.uploadTextureSub(0, 0, 0, false);
            GlStateManager.pixelTransfer(GL11.GL_ALPHA_BIAS, 0.0F);

 

-TGG

 

PS the refactored code FYI

 

package me.reconcubed.communityupdate.client.render;

import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.platform.TextureUtil;

import java.io.IOException;
import java.util.List;

import net.minecraft.client.renderer.texture.NativeImage;
import net.minecraft.client.renderer.texture.Texture;
import net.minecraft.item.DyeColor;
import net.minecraft.resources.IResource;
import net.minecraft.resources.IResourceManager;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.MathHelper;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL14;

@OnlyIn(Dist.CLIENT)
public class LayeredColorMaskTextureCustom extends Texture {
    private static final Logger LOGGER = LogManager.getLogger();
    private final ResourceLocation textureLocation;
    private final List<String> listTextures;
    private final List<DyeColor> listDyeColors;

    public LayeredColorMaskTextureCustom(ResourceLocation textureLocationIn, List<String> p_i46101_2_, List<DyeColor> p_i46101_3_) {
        this.textureLocation = textureLocationIn;
        this.listTextures = p_i46101_2_;
        this.listDyeColors = p_i46101_3_;
    }

    public void loadTexture(IResourceManager manager) throws IOException {
        try (
                IResource iresource = manager.getResource(this.textureLocation);
                NativeImage baseElytra = NativeImage.read(iresource.getInputStream());
                NativeImage overlaidElytra = new NativeImage(baseElytra.getWidth(), baseElytra.getHeight(), false);
        ) {
            overlaidElytra.copyImageData(baseElytra);

            for (int i = 0; i < 17 && i < this.listTextures.size() && i < this.listDyeColors.size(); ++i) {
                String bannerTextureRL = this.listTextures.get(i);
                if (bannerTextureRL != null) {
                    try (
                            NativeImage bannerLayer = net.minecraftforge.client.MinecraftForgeClient.getImageLayer(new ResourceLocation(bannerTextureRL), manager);
                    ) {
                        int bannerLayerColour = this.listDyeColors.get(i).getSwappedColorValue();
                        if (bannerLayer.getWidth() == overlaidElytra.getWidth() && bannerLayer.getHeight() == overlaidElytra.getHeight()) {
                            for (int height = 0; height < bannerLayer.getHeight(); ++height) {
                                for (int width = 0; width < bannerLayer.getWidth(); ++width) {

                                    int alphaBanner = bannerLayer.getPixelRGBA(width, height) & 0xff;  // extract the red channel, could have used green or blue also.
                                    int alphaElytra = baseElytra.getPixelLuminanceOrAlpha(width, height) & 0xff;
                                    //  algorithm is:
                                    //  if elytra pixel is transparent, do nothing
                                    //  otherwise:
                                    //    the banner blend layer is a greyscale which is converted to a transparency:
                                    //     blend the banner's colour into elytra pixel using the banner blend transparency

                                    if (alphaElytra != 0 && alphaBanner != 0) {
                                      int elytraPixelRGBA = baseElytra.getPixelRGBA(width, height);
                                      int multipliedColorRGB = MathHelper.multiplyColor(elytraPixelRGBA, bannerLayerColour) & 0xFFFFFF;
                                      int multipliedColorRGBA = multipliedColorRGB | (alphaBanner << 24);
                                      overlaidElytra.blendPixel(width, height, multipliedColorRGBA);
                                    }

                                }
                            }
                        }
                    }
                }
            }

            TextureUtil.prepareImage(this.getGlTextureId(), overlaidElytra.getWidth(), overlaidElytra.getHeight());
          GlStateManager.pixelTransfer(GL11.GL_ALPHA_BIAS, 0.0F);
            overlaidElytra.uploadTextureSub(0, 0, 0, false);
        } catch (IOException ioexception) {
            LOGGER.error("Couldn't load layered color mask image", (Throwable) ioexception);
        }

    }
}

 

 

 

Expand  

You're an absolute legend mate. Thank you! It worked perfectly. 

 

Have a good one :)

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Existing users might receive a direct 100€ discount or a substantial coupon pack for multiple transactions. The beauty of this system is its simplicity and direct impact on your final price. It's designed to be a seamless experience, requiring nothing more than entering the code to unlock significant savings, making your shopping experience more affordable and enjoyable. How To Earn Temu 100€ Coupons As A New Customer? To earn the Temu coupon code 100€ off and the 100 off Temu coupon code as a new customer, the process is incredibly straightforward and rewarding. You simply need to sign up for a new account on the Temu app or website, and our exclusive code ALB496107 will pave the way for your incredible savings. Upon successfully registering as a new user, you become eligible for a host of introductory benefits. When you proceed to checkout for your very first purchase, you'll be prompted to enter a coupon or promo code. This is where you input ALB496107. Once applied, this code instantly unlocks a 100€ discount on your initial order. Furthermore, this also qualifies you for a generous 100€ coupon bundle, which can be utilized for subsequent purchases, extending your savings far beyond your first transaction. Temu aims to welcome new customers with open arms and substantial discounts, making your entry into their shopping world as delightful and economical as possible. What Are The Advantages Of Using Temu Coupon 100€ Off? The advantages of using the Temu coupon code 100 off and the Temu coupon code 100€ off are truly plentiful, making your shopping experience on Temu exceptionally rewarding. We believe in providing you with maximum value, and this coupon code delivers on that promise in numerous ways. Here are all the fantastic benefits you can enjoy: A 100€ discount on your first order, providing an immediate and substantial saving. A 100€ coupon bundle for multiple uses, allowing you to save across various purchases over time. 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Our special code, ALB496107, ensures that everyone gets to enjoy fantastic deals: ALB496107: A 100€ discount for the first order, making your initial Temu purchase unbelievably affordable. ALB496107: An extra 30% off on any item, giving you an even deeper discount on your chosen products. ALB496107: A free gift for new Temu customers, a delightful welcome gesture to kickstart your shopping journey. ALB496107: Up to 70% discount on any item on the Temu app, providing massive savings on a wide range of products. ALB496107: A free gift with free shipping in the European Nations, such as Germany, France, Italy, Switzerland, etc., combining convenience with extra value. Pros And Cons Of Using Temu Coupon Code 100€ Off This Month Utilizing the Temu coupon 100€ off code and the Temu 100 off coupon this month comes with a host of exciting advantages, alongside a couple of minor considerations. We want to provide you with a balanced view so you can make the most informed decision for your shopping needs. Pros: Instant 100€ savings applied directly to your purchase. Valid for both new and existing customers, ensuring everyone can benefit. Includes a generous 100€ coupon bundle for future multiple uses. Offers additional percentage discounts (e.g., 30% off) for new buyers. Provides free shipping across a wide range of European countries, adding to your overall savings. Cons: The discount might be a "coupon pack" that requires multiple smaller purchases to fully utilize the 100€ value. Some highly popular or already heavily discounted items might have specific exclusions from the additional 30% off. Terms And Conditions Of Using The Temu Coupon 100€ Off In 2025 Understanding the terms and conditions of using the Temu coupon code 100€ off free shipping and latest Temu coupon code 100€ off ensures a smooth and rewarding shopping experience. We've made these terms as simple as possible so you can enjoy your savings without any hidden surprises. Here are the key points to remember: Our coupon code, ALB496107, doesn’t have any expiration date, and readers can use it anytime they want throughout 2025 and beyond. The coupon code is valid for both new and existing users, ensuring everyone can benefit from these amazing discounts. It is applicable to users in European Nations, such as Germany, France, Italy, Switzerland, Spain, and many other countries across Europe. There are no minimum purchase requirements for using our Temu coupon code ALB496107, making it easy to apply to any order, big or small. While our code offers substantial savings, it cannot always be combined with other promotional coupons or specific flash sales, so always check for the best combination of discounts. Final Note: Use The Latest Temu Coupon Code 100€ Off In conclusion, seizing the opportunity to use the Temu coupon code 100€ off is an absolute must for anyone looking to maximize their savings on the Temu platform. We are committed to helping you make the most of your online shopping. Don't miss out on these incredible benefits that the Temu coupon 100€ off provides, whether you're a first-time shopper or a loyal customer. Happy shopping, and enjoy your fantastic savings! FAQs Of Temu 100€ Off Coupon Is ALB496107 the best Temu coupon code for 100€ off? Yes, ALB496107 is currently the best working coupon offering a flat 100€ off across Europe, alongside various other fantastic benefits for both new and existing users.  Can existing users use the Temu 100€ coupon? Absolutely! Our ALB496107 code is valid for both new and returning users, offering an extra 100€ discount and benefits like a coupon bundle for multiple purchases and free shipping.  Does the Temu coupon code expire? No, our specific coupon code, ALB496107, does not have an expiration date. You can use it confidently anytime you wish to shop on Temu. How many times can I use the Temu 100€ off coupon? While the flat 100€ discount typically applies once per user type (new/existing), the code often unlocks a 100€ coupon bundle that can be used across multiple subsequent orders, maximizing your long-term savings. Can I combine the Temu 100€ off coupon with other discounts? Generally, our 100€ off coupon provides significant standalone savings. While it may not always stack with other specific promotional coupons, it often works on top of existing product discounts on Temu.
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
    • man i dont undderstand what you are trying to say. i put the schematic in the schamatic folder and i used the stick from the forgematica mod and i used the loader and itr just crashed
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