Posted June 21, 20205 yr I don't know why this doesn't work, it looks like the line is relative to the camera position, but it only shows if you're near 0,0,0 in the world @SubscribeEvent public static void renderWorldLastEvent(RenderWorldLastEvent event) { ClientPlayerEntity player = Minecraft.getInstance().player; GL11.glPushMatrix(); GL11.glPushAttrib(GL11.GL_ENABLE_BIT); double d0 = player.prevPosX + (player.getPosX() - player.prevPosX) * (double)event.getPartialTicks(); double d1 = player.prevPosY + (player.getPosY() - player.prevPosY) * (double)event.getPartialTicks(); double d2 = player.prevPosZ + (player.getPosZ() - player.prevPosZ) * (double)event.getPartialTicks(); Vec3d player_pos = new Vec3d(d0, d1, d2); GL11.glTranslated(-player_pos.x, -player_pos.y, -player_pos.z); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_DEPTH_TEST); Vec3d blockA = new Vec3d (0,0,0); Vec3d blockB = new Vec3d (0,10,0); GL11.glColor4f(1,1,1,1); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glVertex3d(blockA.x, blockA.y, blockA.z); GL11.glVertex3d(blockB.x, blockB.y, blockB.z); GL11.glEnd(); GL11.glPopAttrib(); GL11.glPopMatrix(); } Its supposed to draw a line from 0,0,0 (that bedrock) to 0,10,0 but i get something like this with the line moving randomly as i move around Edited June 21, 20205 yr by DiamondMiner88
June 21, 20205 yr 4 hours ago, DiamondMiner88 said: it looks like the line is relative to the camera position This is true for all rendering. That's why translation matrices exist. 4 hours ago, DiamondMiner88 said: double d0 = player.prevPosX + (player.getPosX() - player.prevPosX) * (double)event.getPartialTicks(); double d1 = player.prevPosY + (player.getPosY() - player.prevPosY) * (double)event.getPartialTicks(); double d2 = player.prevPosZ + (player.getPosZ() - player.prevPosZ) * (double)event.getPartialTicks(); Check for a method in the player class that does this calculation for you, the last time I did something like this I had a line that called player.getPosition(event.partialTicks); Beyond that I can't see any problems. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
June 21, 20205 yr Author 1 hour ago, Draco18s said: player.getPosition(event.partialTicks); I already tested nearly all of them that returned a Vec3d, and got the same exact results as in the screenshot; just a line that won't stay in one position Even with the current calculation i get the exact same thing With some of the methods in the screenshot below the hand appears detached Edited June 21, 20205 yr by DiamondMiner88
June 22, 20205 yr Howdy In 1.15.2 you should use RenderBuffers, not direct GL11 calls, and use the MatrixStack. Check out this post https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e And also this working example https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/handler/BlockHighlightRenderHandler.java -TGG
June 22, 20205 yr Author 11 hours ago, TheGreyGhost said: Howdy In 1.15.2 you should use RenderBuffers, not direct GL11 calls, and use the MatrixStack. Check out this post https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e And also this working example https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/handler/BlockHighlightRenderHandler.java -TGG Thank you very much, that got me off the ground really fast! The last things I would like to ask is, I managed to make an outline that shows though blocks, however the highlighted rectangle does not. EDIT: If i disable drawing the highlight aka #drawCube then the outline stops being able to be seen though blocks however is still seen if you have a direct path to it. no idea why this is happening And the drawing is locked to a block, it can't be not centered on a block. Is there a way around this? Heres an example: outline.mp4 Heres the code: @SubscribeEvent public static void renderWorldLastEvent(RenderWorldLastEvent event) { MatrixStack ms = event.getMatrixStack(); IRenderTypeBuffer.Impl buffers = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); RenderSystem.disableCull(); ms.push(); for (Entity e : Minecraft.getInstance().world.getAllEntities()) { if (!Minecraft.getInstance().player.equals(e) && !(e instanceof ItemEntity) && !(e instanceof ExperienceOrbEntity)) { drawCube(ms, buffers, new AxisAlignedBB(e.getPosition()).expand(0, 1, 0), new Color(0, 255, 0, 127)); draw3dOutline(ms, buffers, new AxisAlignedBB(e.getPosition()).expand(0, 1, 0), new Color(255, 255, 255, 255)); } } draw3dOutline(ms, buffers, new AxisAlignedBB(new BlockPos(0, 10, 0)), new Color(255, 255, 255, 255)); ms.pop(); buffers.finish(); } public static void drawCube(MatrixStack ms, IRenderTypeBuffer buffers, AxisAlignedBB aabb, Color color) { draw3dRectangle(ms, buffers, aabb, color, "TOP"); draw3dRectangle(ms, buffers, aabb, color, "BOTTOM"); draw3dRectangle(ms, buffers, aabb, color, "NORTH"); draw3dRectangle(ms, buffers, aabb, color, "EAST"); draw3dRectangle(ms, buffers, aabb, color, "SOUTH"); draw3dRectangle(ms, buffers, aabb, color, "WEST"); } public static void draw3dRectangle(MatrixStack ms, IRenderTypeBuffer buffers, AxisAlignedBB aabb, Color color, String side) { int r = color.getRed(); int g = color.getGreen(); int b = color.getBlue(); int a = color.getAlpha(); double renderPosX = Minecraft.getInstance().getRenderManager().info.getProjectedView().getX(); double renderPosY = Minecraft.getInstance().getRenderManager().info.getProjectedView().getY(); double renderPosZ = Minecraft.getInstance().getRenderManager().info.getProjectedView().getZ(); ms.push(); ms.translate(aabb.minX - renderPosX, aabb.minY - renderPosY, aabb.minZ - renderPosZ); IVertexBuilder buffer = buffers.getBuffer(RenderType.makeType(HypixelClient.MODID + ":rectangle_highlight", DefaultVertexFormats.POSITION_COLOR, GL11.GL_QUADS, 256, false, true, RenderType.State.getBuilder().transparency(ObfuscationReflectionHelper.getPrivateValue(RenderState.class, null, "field_228515_g_")).cull(new RenderState.CullState(false)).build(false))); Matrix4f mat = ms.getLast().getMatrix(); float x = (float) (aabb.maxX - aabb.minX); float y = (float) (aabb.maxY - aabb.minY); float z = (float) (aabb.maxZ - aabb.minZ); switch (side) { case "TOP": buffer.pos(mat, x, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, z).color(r, g, b, a).endVertex(); break; case "BOTTOM": buffer.pos(mat, x, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, z).color(r, g, b, a).endVertex(); break; case "NORTH": buffer.pos(mat, 0, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, 0).color(r, g, b, a).endVertex(); break; case "EAST": buffer.pos(mat, x, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, z).color(r, g, b, a).endVertex(); break; case "SOUTH": buffer.pos(mat, 0, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, z).color(r, g, b, a).endVertex(); break; case "WEST": buffer.pos(mat, 0, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, z).color(r, g, b, a).endVertex(); break; } ms.pop(); } public static void draw3dOutline(MatrixStack ms, IRenderTypeBuffer buffers, AxisAlignedBB aabb, Color color) { int r = color.getRed(); int g = color.getGreen(); int b = color.getBlue(); int a = color.getAlpha(); double renderPosX = Minecraft.getInstance().getRenderManager().info.getProjectedView().getX(); double renderPosY = Minecraft.getInstance().getRenderManager().info.getProjectedView().getY(); double renderPosZ = Minecraft.getInstance().getRenderManager().info.getProjectedView().getZ(); ms.push(); ms.translate(aabb.minX - renderPosX, aabb.minY - renderPosY, aabb.minZ - renderPosZ); RenderType.State glState = RenderType.State.getBuilder().line(new RenderState.LineState(OptionalDouble.of(1))).layer(ObfuscationReflectionHelper.getPrivateValue(RenderState.class, null, "field_228500_J_")).transparency(ObfuscationReflectionHelper.getPrivateValue(RenderState.class, null, "field_228515_g_")).writeMask(new RenderState.WriteMaskState(true, false)).depthTest(new RenderState.DepthTestState(GL11.GL_ALWAYS)).build(false); IVertexBuilder buffer = buffers.getBuffer(RenderType.makeType(HypixelClient.MODID + ":line_1_no_depth", DefaultVertexFormats.POSITION_COLOR, GL11.GL_LINES, 128, glState)); Matrix4f mat = ms.getLast().getMatrix(); float x = (float) (aabb.maxX - aabb.minX); float y = (float) (aabb.maxY - aabb.minY); float z = (float) (aabb.maxZ - aabb.minZ); // Top edges buffer.pos(mat, x, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, 0).color(r, g, b, a).endVertex(); // Bottom edges buffer.pos(mat, x, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, 0).color(r, g, b, a).endVertex(); // Side edges buffer.pos(mat, x, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, 0).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, y, z).color(r, g, b, a).endVertex(); buffer.pos(mat, 0, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, 0, z).color(r, g, b, a).endVertex(); buffer.pos(mat, x, y, z).color(r, g, b, a).endVertex(); ms.pop(); } Edited June 22, 20205 yr by DiamondMiner88
June 22, 20205 yr Howdy The visibility-behind-blocks is related to the renderbuffer settings - related to the depth buffer. If you google for depth buffer you should find a stack of stuff. Basically - your line drawing is ignoring the depth buffer, and your green rectangles are checking the depth buffer (i.e. they check to see if they are behind a block that has already been drawn). You may need a custom renderbuffer to achieve that (see the williewillus link I sent, Botania has a few custom renderbuffers which should help you out; or alternatively this one https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/usefultools/RenderTypeHelper.java) To move the rendering relative to the block , use something similar to this: // When the TER::render method is called, the origin [0,0,0] is at the current [x,y,z] of the block being rendered. // The tetrahedron-drawing method draws the tetrahedron in a cube region from [0,0,0] to [1,1,1] but we want it // to be in the block one above this, i.e. from [0,1,0] to [1,2,1], // so we need to translate up by one block, i.e. by [0,1,0] final Vec3d TRANSLATION_OFFSET = new Vec3d(0, 1, 0); matrixStack.push(); // push the current transformation matrix + normals matrix matrixStack.translate(TRANSLATION_OFFSET.x,TRANSLATION_OFFSET.y,TRANSLATION_OFFSET.z); // translate Color artifactColour = tileEntityMBE21.getArtifactColour(); drawTetrahedronWireframe(matrixStack, renderBuffers, artifactColour); matrixStack.pop(); // restore the original transformation matrix + normals matrix Cheers TGG
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