Jump to content

Recommended Posts

Posted

We'll start with a picture of what I have

 

width=800 height=449http://s11.postimg.org/k3dpbpw83/2013_06_10_17_42_07.png[/img]

 

The block itself actually exists in a different place than its rendering.  One block down and one block "in" (the block attaches to a solid surface, like a ladder, and renders 1 block below that in order to cover an open space, for tripwire hooks).

 

Problem is, I can't get it to render at the correct brightness.  The getMixedBrightnessForBlock function seems to return full sun despite the fact that that space is not under full sun (if I cover things over it still renders too bright, although it does dim as the light value is reduced).

 

How can I fix this?

 

Render code:

package draco18s.traps.client;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;

public class RenderCoverPlate implements ISimpleBlockRenderingHandler {
private int renderType;

public RenderCoverPlate(int r) {
	renderType = r;
}

@Override
public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {

}

@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
        
	Tessellator tessellator = Tessellator.instance;
        int l = world.getBlockMetadata(x, y, z);
        //gets the texture based on block location, the block blends in to neighbors, grabbing their texture
        Icon icon = block.getBlockTexture(world, x, y, z, 2);

        double f = 1F/64;
        
        switch(l) {
        case 2:
        	z++;
        	break;
        case 3:
        	z--;
        	break;
        case 4:
        	x++;
        	break;
        case 5:
        	x--;
        	break;
        }
        y--;
        int brightness = block.getMixedBrightnessForBlock(world, x, y, z);
        tessellator.setBrightness(brightness);
        tessellator.setColorOpaque_F(1.0F, 1.0F, 1.0F);
        
        double d0 = (double)icon.getMinU();
        double d1 = (double)icon.getMinV();
        double d2 = (double)icon.getMaxU();
        double d3 = (double)icon.getMaxV();
        double d5 = (double)(x + 1);
        double d7 = (double)(x);
        double d9 = (double)(z);
        double d11 = (double)(z + 1);
        double d13 = (double)(y + 1);
        double d15 = (double)(y);
        
        tessellator.addVertexWithUV(d7, d13, d9, d2, d1);
        tessellator.addVertexWithUV(d7, d15, d9, d2, d3);
        tessellator.addVertexWithUV(d5, d15, d9, d0, d3);
        tessellator.addVertexWithUV(d5, d13, d9, d0, d1);

        tessellator.addVertexWithUV(d5, d13, d9, d2, d1);
        tessellator.addVertexWithUV(d5, d15, d9, d2, d3);
        tessellator.addVertexWithUV(d5, d15, d11, d0, d3);
        tessellator.addVertexWithUV(d5, d13, d11, d0, d1);

        tessellator.addVertexWithUV(d7, d13, d11, d0, d1);
        tessellator.addVertexWithUV(d7, d15, d11, d0, d3);
        tessellator.addVertexWithUV(d7, d15, d9, d2, d3);
        tessellator.addVertexWithUV(d7, d13, d9, d2, d1);

        tessellator.addVertexWithUV(d5, d13, d11, d2, d1);
        tessellator.addVertexWithUV(d5, d15, d11, d2, d3);
        tessellator.addVertexWithUV(d7, d15, d11, d0, d3);
        tessellator.addVertexWithUV(d7, d13, d11, d0, d1);

        //gets the little "hole" texture from the blocks registered texture, renders ever so slightly in front to avoid z-fighting
        icon = block.getIcon(0, 0);
        d0 = (double)icon.getMinU();
        d1 = (double)icon.getMinV();
        d2 = (double)icon.getMaxU();
        d3 = (double)icon.getMaxV();
        d5 = (double)(x + 1 + f);
        d7 = (double)(x - f);
        d9 = (double)(z - f);
        d11 = (double)(z + 1 + f);
        d13 = (double)(y + 1);
        d15 = (double)(y);
        
        tessellator.addVertexWithUV(d7, d13, d9, d2, d1);
        tessellator.addVertexWithUV(d7, d15, d9, d2, d3);
        tessellator.addVertexWithUV(d5, d15, d9, d0, d3);
        tessellator.addVertexWithUV(d5, d13, d9, d0, d1);

        tessellator.addVertexWithUV(d5, d13, d9, d2, d1);
        tessellator.addVertexWithUV(d5, d15, d9, d2, d3);
        tessellator.addVertexWithUV(d5, d15, d11, d0, d3);
        tessellator.addVertexWithUV(d5, d13, d11, d0, d1);

        tessellator.addVertexWithUV(d7, d13, d11, d0, d1);
        tessellator.addVertexWithUV(d7, d15, d11, d0, d3);
        tessellator.addVertexWithUV(d7, d15, d9, d2, d3);
        tessellator.addVertexWithUV(d7, d13, d9, d2, d1);

        tessellator.addVertexWithUV(d5, d13, d11, d2, d1);
        tessellator.addVertexWithUV(d5, d15, d11, d2, d3);
        tessellator.addVertexWithUV(d7, d15, d11, d0, d3);
        tessellator.addVertexWithUV(d7, d13, d11, d0, d1);

	return false;
}

@Override
public boolean shouldRender3DInInventory() {
	return true;
}

@Override
public int getRenderId() {
	return renderType;
}
}

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.

Posted

Try world.getBlockLightValue().

 

I shall try that.  Ty.

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.

Posted

That seems to be working better, but...

 

2013_06_10_22_25_52.png

 

:\

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.

Posted

Still need help with this.  Brightness integers are weird.

I solved the alpha problem (seems that bits 9 to 16 effect the alpha, 21 to 24 are brightness, and the lowest 8 are color; 17 to 20 appear unused) but now I have an absolute brightness issue and color problem.

 

I'm actually stripping out the 3rd bit of the absolute brightness to tone it down some (helps, but not enough in some cases; 4th bit too much in all cases).

 

And this is what it looks like under various conditions:

 

Full sun.  Color is off.  Absolute brightness perfect.

Near-full darkness.  Very slight color difference.  Absolute brightness perfect.

Torch light.  Color perfect.  Absolute brightness out of whack.

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.

Posted

The problem is, brightness works differently for specially rendered blocks and normal blocks.

 

Dafuk.

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.

Posted

Did this:

int brightness = Block.blocksList[block.stone.blockID].getMixedBrightnessForBlock(world, x, y, z);

Instead of this:

int brightness = block.getMixedBrightnessForBlock(world, x, y, z);

 

And it got better.  Only "flaw" is that it has the brightness/color of the top face rather than the side face of that location (specifically, the brightness/color of the top face of the block below where I'm rendering).

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
    • Same issue - I have no idea
    • I am trying to develop a modpack for me and my friends to use on our server. Does anyone know how to develop a modpack for a server or could they help take a look at my modpack to potentially help at all?
    • un server de armas realista.  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.