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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.

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