Jump to content

Recommended Posts

Posted (edited)

So im trying to render some fluid inside my tank but it doesnt render anything idk why, please I need some help with this here is the code

package com.tigres810.testmod.tileentitys.renders;

import org.lwjgl.opengl.GL11;

import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.vertex.IVertexBuilder;
import com.tigres810.testmod.tileentitys.TileFluidTankBlock;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.texture.AtlasTexture;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.fluid.Fluid;
import net.minecraft.inventory.container.PlayerContainer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.fluids.FluidAttributes;
import net.minecraftforge.fluids.FluidStack;

@OnlyIn(Dist.CLIENT)
public class RenderFluidTankBlock extends TileEntityRenderer<TileFluidTankBlock> {
	
	public static final float TANK_THICKNESS = 0.3f;
	public static final float TANK_HEIGHT = 0.2f;
	public static final float TANK_BOTTOM = 0.0f;

	public RenderFluidTankBlock(TileEntityRendererDispatcher rendererDispatcherIn) {
		super(rendererDispatcherIn);
	}
	
	private void add(IVertexBuilder renderer, MatrixStack stack, float x, float y, float z, float u, float v) {
        renderer.pos(stack.getLast().getMatrix(), x, y, z)
                .color(1.0f, 1.0f, 1.0f, 1.0f)
                .tex(u, v)
                .lightmap(0, 240)
                .normal(1, 0, 0)
                .endVertex();
    }

	@Override
	public void render(TileFluidTankBlock tileEntityIn, float partialTicks, MatrixStack matrixStackIn,
			IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) {
		if(tileEntityIn == null || tileEntityIn.isRemoved()) return;
		
		FluidStack fluid = tileEntityIn.getTank().getFluid();
		if (fluid == null) return;
		
		Fluid renderFluid = fluid.getFluid();
		if (renderFluid == null) return;
		
		FluidAttributes attributes = renderFluid.getAttributes();
        ResourceLocation fluidStill = attributes.getStillTexture(fluid);
        TextureAtlasSprite sprite = Minecraft.getInstance().getAtlasSpriteGetter(AtlasTexture.LOCATION_BLOCKS_TEXTURE).apply(fluidStill);
		
		IVertexBuilder builder = bufferIn.getBuffer(RenderType.getTranslucent());
		
		float scale = (1.0f - TANK_THICKNESS/2 - TANK_THICKNESS) * fluid.getAmount() / (tileEntityIn.getTank().getCapacity());
		
		matrixStackIn.push();
		matrixStackIn.translate(tileEntityIn.getPos().getX()+0.5, tileEntityIn.getPos().getY()+1.01/16.0, tileEntityIn.getPos().getZ()+0.5);
		matrixStackIn.scale(0.25f, 10.8f/16.0f, 0.25f);
		float u1 = sprite.getMinU();
        float v1 = sprite.getMinV();
        float u2 = sprite.getMaxU();
        float v2 = sprite.getMaxV();
        
        int color = renderFluid.getAttributes().getColor();
        
        float a = 1.0F;
        float r = (color >> 16 & 0xFF) / 255.0F;
        float g = (color >> 8 & 0xFF) / 255.0F;
        float b = (color & 0xFF) / 255.0F;
        
        add(builder, matrixStackIn, TANK_THICKNESS, scale + TANK_HEIGHT, TANK_THICKNESS, u1, v1);
		matrixStackIn.pop();
	}

}

I got no idea why is not working, also im trying to render one side to test if it works later ill add the rest of the faces.

Edited by tigres810
Posted
Just now, Beethoven92 said:

It seems to me that you are trying to render a face (so a quad) by adding only one vertex to the buffer

How I can render a quad? idk anything about this new renderer.

Posted

Well, when you want to draw a rectangular form on paper you don't just place the pencil somewhere on the paper and hope for the rest of the shape to draw itself right? The same applies here, but luckily you just need to define only the four vertices of the shape, and rendering of the connections between them will be handled in the background.

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted (edited)
2 hours ago, Beethoven92 said:

Well, when you want to draw a rectangular form on paper you don't just place the pencil somewhere on the paper and hope for the rest of the shape to draw itself right? The same applies here, but luckily you just need to define only the four vertices of the shape, and rendering of the connections between them will be handled in the background.

Okay so I got it working somehow but when I place fluid inside it doesnt render only when I reenter world Image

Edited by tigres810
Posted

Mmmmm it seems you are doing some weird positioning with the matrix translation and vertex positions, which i can not really spot right now without messing with the values myself. Try to play a bit with the vertex positions and the values you put in the matrixStackIn.translate and see how they appear ingame, so you can have better idea what's wrong with them

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

  • 2 weeks later...
Posted
On 11/26/2020 at 4:22 PM, Beethoven92 said:

Mmmmm it seems you are doing some weird positioning with the matrix translation and vertex positions, which i can not really spot right now without messing with the values myself. Try to play a bit with the vertex positions and the values you put in the matrixStackIn.translate and see how they appear ingame, so you can have better idea what's wrong with them

I fixed the code by my own thanks for trying to help 👍

Posted
5 minutes ago, Beethoven92 said:

I am glad you solved the issue by yourself. You may want to share your solution, so other people seeing this post in the future may find it helpful

The code is really simple actually I draw each quad individually showed here: 

package com.tigres810.testmod.tileentitys.renders;

import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.vertex.IVertexBuilder;
import com.tigres810.testmod.tileentitys.TileFluidTankBlock;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.tileentity.TileEntityRenderer;
import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher;
import net.minecraft.fluid.Fluid;
import net.minecraft.inventory.container.PlayerContainer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.vector.Quaternion;
import net.minecraft.util.math.vector.Vector3f;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.fluids.FluidAttributes;
import net.minecraftforge.fluids.FluidStack;

@OnlyIn(Dist.CLIENT)
public class RenderFluidTankBlock extends TileEntityRenderer<TileFluidTankBlock> {
	
	public static final float TANK_THICKNESS = 0.3f;
	public static final float TANK_HEIGHT = 0.2f;
	public static final float TANK_BOTTOM = 0.0f;

	public RenderFluidTankBlock(TileEntityRendererDispatcher rendererDispatcherIn) {
		super(rendererDispatcherIn);
	}
	
	private void add(IVertexBuilder renderer, MatrixStack stack, float x, float y, float z, float u, float v, float r, float g, float b, float a) {
        renderer.pos(stack.getLast().getMatrix(), x, y, z)
                .color(r, g, b, a)
                .tex(u, v)
                .lightmap(0, 240)
                .normal(1, 0, 0)
                .endVertex();
    }

	@Override
	public void render(TileFluidTankBlock tileEntityIn, float partialTicks, MatrixStack matrixStackIn,
			IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) {
		if(tileEntityIn == null || tileEntityIn.isRemoved()) return;
		
		FluidStack fluid = tileEntityIn.getTank().getFluid();
		if (fluid == null) return;
		
		Fluid renderFluid = fluid.getFluid();
		if (renderFluid == null) return;
		
		FluidAttributes attributes = renderFluid.getAttributes();
        ResourceLocation fluidStill = attributes.getStillTexture(fluid);
        TextureAtlasSprite sprite = Minecraft.getInstance().getAtlasSpriteGetter(PlayerContainer.LOCATION_BLOCKS_TEXTURE).apply(fluidStill);
		
		IVertexBuilder builder = bufferIn.getBuffer(RenderType.getTranslucent());
		
		float scale = (1.0f - TANK_THICKNESS/2 - TANK_THICKNESS) * fluid.getAmount() / (tileEntityIn.getTank().getCapacity());
		
        Quaternion rotation = Vector3f.YP.rotationDegrees(0);
        
        int color = renderFluid.getAttributes().getColor();
        
        float a = 1.0F;
        float r = (color >> 16 & 0xFF) / 255.0F;
        float g = (color >> 8 & 0xFF) / 255.0F;
        float b = (color & 0xFF) / 255.0F;
		
		matrixStackIn.push();
        matrixStackIn.translate(.5, 0, .5);
        matrixStackIn.rotate(rotation);
        if(scale == 0.330f) { matrixStackIn.translate(0, -.1, 0); matrixStackIn.scale(.6f, scale + 0.110f, .6f);  } else if(scale == 0.440f) { matrixStackIn.translate(0, -.2, 0); matrixStackIn.scale(.6f, scale + 0.110f, .6f); } else if(scale == 0.550f) { matrixStackIn.translate(0, -.4, 0); matrixStackIn.scale(.6f, scale + 0.210f, .6f); } else { matrixStackIn.scale(.6f, scale, .6f); }
        matrixStackIn.translate(-.5, scale, -.5);
        
        // Top Face
        add(builder, matrixStackIn, 1 - .8f, 1, .8f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1, .8f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1, .2f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1, .2f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        
        // Bottom Face of Top
        add(builder, matrixStackIn, 0 + .8f, 1, .8f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1, .8f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1, .2f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1, .2f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        
        // Front Faces [NORTH - SOUTH]
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .8f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .8f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .8f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .8f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        
        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .2f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .2f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .2f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .2f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        
        // Back Faces
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .2f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .2f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .2f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .2f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);

        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .8f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .8f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .8f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .8f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        
        matrixStackIn.rotate(Vector3f.YP.rotationDegrees(90));
        matrixStackIn.translate(-1f, 0, 0);
        // Front Faces [EAST - WEST]
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .8f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .8f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .8f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .8f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);

        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .2f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .2f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .2f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .2f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        
        // Back Faces
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .2f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .2f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .2f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .2f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);

        add(builder, matrixStackIn, 0 + .8f, 1 - 1, .8f, sprite.getMinU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 1 - 1, .8f, sprite.getMaxU(), sprite.getMaxV(), r, g, b, a);
        add(builder, matrixStackIn, 1 - .8f, 0 + 1, .8f, sprite.getMaxU(), sprite.getMinV(), r, g, b, a);
        add(builder, matrixStackIn, 0 + .8f, 0 + 1, .8f, sprite.getMinU(), sprite.getMinV(), r, g, b, a);
		matrixStackIn.pop();
	}

}

 

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



×
×
  • Create New...

Important Information

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