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Posted (edited)

Introduce:

I'm working on making a custom particle from scratch.

I want to render a particle which is just a simple line, but nothing shows in game.

There are my codes.

ObsidianParticle.java

public class ObsidianParticle extends Particle {
    protected ObsidianParticle(World worldIn, double posXIn, double posYIn, double posZIn) {
        super(worldIn, posXIn, posYIn, posZIn);
    }

    @Override
    public void renderParticle(IVertexBuilder buffer, ActiveRenderInfo renderInfo, float partialTicks) {
        buffer.pos(0, 0, 0)
                .color(1, 0, 0, 1)
                .endVertex();
        buffer.pos(1, 0, 0)
                .color(1, 0, 0, 1)
                .endVertex();
        buffer.pos(1, 1, 0)
                .color(1, 0, 0, 1)
                .endVertex();
        buffer.pos(1, 1, 1)
                .color(1, 0, 0, 1)
                .endVertex();
    }

    @Override
    public IParticleRenderType getRenderType() {
        return ObsidianParticleRenderType.INSTANCE;
    }
}

ObsidianParticleRenderType.java

public class ObsidianParticleRenderType implements IParticleRenderType {
    public static final ObsidianParticleRenderType INSTANCE = new ObsidianParticleRenderType();

    @Override
    public void beginRender(BufferBuilder bufferBuilder, TextureManager textureManager) {
        RenderSystem.disableLighting();
        RenderSystem.disableDepthTest();
        RenderSystem.disableCull();
        RenderSystem.enableBlend();
        RenderSystem.defaultBlendFunc();

        bufferBuilder.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
    }

    @Override
    public void finishRender(Tessellator tessellator) {
        tessellator.draw();
    }
}

ClientSideRegistry.java

@Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD)
public class ClientSideRegistry {
    @SubscribeEvent
    public static void onParticleFactoryRegistration(ParticleFactoryRegisterEvent event) {
        Minecraft.getInstance().particles.registerFactory(ParticleTypeRegistry.obsidianParticleType.get(), new ObsidianParticleFactory());
    }
}

ObsidianParticleData.java

public class ObsidianParticleData implements IParticleData {
    public static final IParticleData.IDeserializer<ObsidianParticleData> DESERIALIZER = new IDeserializer<ObsidianParticleData>() {
        @Override
        public ObsidianParticleData deserialize(ParticleType<ObsidianParticleData> particleTypeIn, StringReader reader) {
            return new ObsidianParticleData();
        }

        @Override
        public ObsidianParticleData read(ParticleType<ObsidianParticleData> particleTypeIn, PacketBuffer buffer) {
            return new ObsidianParticleData();
        }
    };

    @Override
    public ParticleType<?> getType() {
        return ParticleTypeRegistry.obsidianParticleType.get();
    }

    @Override
    public void write(PacketBuffer buffer) {
    }

    @Override
    public String getParameters() {
        return "";
    }
}

ObsidianParticleFactory.java

public class ObsidianParticleFactory implements IParticleFactory<ObsidianParticleData> {

    @Nullable
    @Override
    public Particle makeParticle(ObsidianParticleData typeIn, World worldIn, double x, double y, double z, double xSpeed, double ySpeed, double zSpeed) {
        return new ObsidianParticle(worldIn, x, y, z);
    }
}

ParticleTypeRegistry.java

public class ParticleTypeRegistry {
    public static final DeferredRegister<ParticleType<?>> PARTICLE_TYPE = new DeferredRegister<>(ForgeRegistries.PARTICLE_TYPES, ModConstants.MOD_ID);
    public static final RegistryObject<ObsidianParticleType> obsidianParticleType = PARTICLE_TYPE.register("obsidian_particle", ObsidianParticleType::new);
}

ObsidianParticleType.java

public class ObsidianParticleType extends ParticleType<ObsidianParticleData> {
    public ObsidianParticleType() {
        super(false, ObsidianParticleData.DESERIALIZER);
    }
}

 

Edited by FledgeXu
Posted

Not fully used Particle rendering on 1.15, only 1.14, but perhaps the issue is that your line has zero-depth? I believe you may need a small amount of depth for the line to actually render.

Although, it looks like you may have that. Try ending the buffer? Also take a look at some vanilla particle renderers to see how those are done.

Posted (edited)

@hiotewdew Thanks for replying. I add the lineWidth to my IParticleRenderType.

public class ObsidianParticleRenderType implements IParticleRenderType {
    public static final ObsidianParticleRenderType INSTANCE = new ObsidianParticleRenderType();

    @Override
    public void beginRender(BufferBuilder bufferBuilder, TextureManager textureManager) {
        RenderSystem.lineWidth(10.0F);
        RenderSystem.disableLighting();
        RenderSystem.disableDepthTest();
        RenderSystem.disableCull();
        RenderSystem.enableBlend();
        RenderSystem.defaultBlendFunc();
        bufferBuilder.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
    }

    @Override
    public void finishRender(Tessellator tessellator) {
        tessellator.draw();
    }
}

But It's still not working.

Could you give some example code?

Edited by FledgeXu
Posted
  On 5/30/2020 at 11:52 AM, FledgeXu said:

Could you give some example code?

Expand  

Ah unfortunately all my Particle code is textured particles using the Sprite particle renderer.

One thing I am a bit confused on is why you are registering particle data and have a custom Particle type class when you can simply use the default BasicParticleType

Posted
  On 5/30/2020 at 11:56 AM, hiotewdew said:

Ah unfortunately all my Particle code is textured particles using the Sprite particle renderer.

One thing I am a bit confused on is why you are registering particle data and have a custom Particle type class when you can simply use the default BasicParticleType

Expand  

Maybe you are right, I should use the TexturedParticle. I want to create a lighting circle and don't think i need the TexturedParticle for this, that's why I don't use the TexturedParticle.

Posted
  On 5/30/2020 at 12:02 PM, FledgeXu said:

Maybe you are right, I should use the TexturedParticle. I want to create a lighting circle and don't think i need the TexturedParticle for this, that's why I don't use the TexturedParticle.

Expand  

no no, instead of creating a custom particle type and particle data that you never use, instead just use BasicParticleType. This is as simple as deleting your particle type and data and replacing ObisidianParticleType::new with () -> new BasicParticleType(false)

Posted (edited)
  On 5/31/2020 at 2:20 AM, hiotewdew said:

no no, instead of creating a custom particle type and particle data that you never use, instead just use BasicParticleType. This is as simple as deleting your particle type and data and replacing ObisidianParticleType::new with () -> new BasicParticleType(false)

Expand  

Thanks, BasicParticleType is a convenient class.

Edited by FledgeXu

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