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[Solved]Need help rendering fluid inside tank 1.16.4


tigres810

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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
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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

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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
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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 by tigres810
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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

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  • 2 weeks later...
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 👍

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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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