Posted November 24, 20204 yr 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 December 12, 20204 yr by tigres810
November 25, 20204 yr It seems to me that you are trying to render a face (so a quad) by adding only one vertex to the buffer Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port
November 25, 20204 yr Author 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.
November 25, 20204 yr 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
November 25, 20204 yr Author 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 November 25, 20204 yr by tigres810
November 25, 20204 yr Show the updated code Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port
November 26, 20204 yr Author 15 hours ago, Beethoven92 said: Show the updated code Here it is I just need to make it grow from bottom to top https://github.com/tigres810/TestMod-1.16.4/blob/main/TestMod 1.16.4/src/main/java/com/tigres810/testmod/tileentitys/renders/RenderFluidTankBlock.java tho the fluid is like a paper right now but ill fix that later Edited November 26, 20204 yr by tigres810
November 26, 20204 yr 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
December 8, 20204 yr Author 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 👍
December 8, 20204 yr 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 Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port
December 8, 20204 yr Author 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(); } }
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