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Posted (edited)

Hello,

 

actually i would like to know two things about TER.

My first issue is that unless i use a VoxelShape that is not a full block, the models that i render are dark. I tried many things to solve the problem, but none of them worked. In any case, it would be better if didn't have to change the VoxelShape of the block.

My other issue is that i don't know how to attach a texture to a face drawn with the vertex builder. I can't find any good examples.

 

Thanks in advance!

Edited by Thorius
Posted
7 hours ago, Thorius said:

My first issue is that unless i use a VoxelShape that is not a full block, the models that i render are dark. I tried many things to solve the problem, but none of them worked. In any case, it would be better if didn't have to change the VoxelShape of the block.

This is not always the case, you can use chests as an example there.

7 hours ago, Thorius said:

My other issue is that i don't know how to attach a texture to a face drawn with the vertex builder. I can't find any good examples.

The texture is bound when creating the vertex buffer through the RenderType. To specify where on the texture, you use UV coordinates.

Posted

The chest example isn't a good one, because they aren't full cubes.

 

It seems when they are full cubes the light passed into render method is 0, which will cause the faces to be dark.

You have to get light for neighboring position using WorldRenderer.getCombinedLight for each side that you add to buffer (this seems to be what normal blocks do).

Posted
10 hours ago, lupicus said:

The chest example isn't a good one, because they aren't full cubes.

Well yes, that's what they were looking for, hence the example to look into chests. A chest is an example of a model rendered inside of some VoxelShape that is not a full cube. The idea is to look for the solution and not somewhere in-between. While yes, the TER might be clouded in shadow will inside a VoxelShape, this does not necessarily have to be the case. While the chest might show how a smaller VoxelShape could still result in the same lightmap as any other block, the mob spawner can show how to interleave a model within the VoxelShape. Using any combination of these blocks' methods can produce the result required.

Posted (edited)

To me a better example might be a shulker box, it is a full cube, but I must admit I'm just guessing what he is doing without seeing his code and assuming it was similar to what I had done. Shulker box works because it uses notSolid() block property, but this will let light go thru it.

Edited by lupicus
  • 3 weeks later...
Posted

Sorry for the delayed response, but i still have issues. I managed to render the face, however, what I get is a collection of all the textures. Changing the texture location (for the material) does nothing and although i could display my texture with some magic numbers, it would be a terrible and unstable solution.

So my question is, how do i get the texture dependent UV coordinates or in case the texture is bound the wrong way, how do i do it correctly?

My code:

@SuppressWarnings("deprecation")
public class CrucibleRenderer extends TileEntityRenderer<CrucibleTileEntity>{
  //vanilla texture for testing purposes
	public static final Material MOLTEN_METAL_TEXTURE = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, 
                                                                     new ResourceLocation("block/stone"));
	public CrucibleRenderer(TileEntityRendererDispatcher rendererDispatcherIn) {
		super(rendererDispatcherIn);
	}

	@Override
	public void render(CrucibleTileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, 
                       int combinedLightIn, int combinedOverlayIn) {
		//The issue is here
		int fluid = tileEntityIn.getFluid();
		if(fluid > 0) {
			float f = 0.375f + fluid * 0.015f;
			Matrix4f matrix4f = matrixStackIn.getLast().getMatrix();
			IVertexBuilder vertexBuilder = MOLTEN_METAL_TEXTURE.getBuffer(bufferIn, RenderType::getEntitySolid);
			this.renderFace(tileEntityIn, f, combinedOverlayIn, combinedLightIn, matrix4f, vertexBuilder);
		}
	    //Some other rendering stuff (hopefully) unrelated to the issue
		ItemStack item = tileEntityIn.getItem();
		if(!item.isEmpty()) {
			matrixStackIn.push();
			matrixStackIn.scale(0.5f,  0.5f, 0.5f);
			double height = 1.5D;
			if(item.getItem() instanceof BlockItem)
				height = 1.0D;
			height += fluid * 0.025D;
			matrixStackIn.translate(1.0D, height, 1.0D);
			//Animation
			matrixStackIn.rotate(Vector3f.YP.rotationDegrees(90.f));
			//Rendering 
			renderItem(item, matrixStackIn, bufferIn, combinedLightIn, combinedOverlayIn);
			matrixStackIn.pop();
		}	
	}
	private void renderFace(CrucibleTileEntity tileEntityIn, float height, int combinedOverlayIn, int combinedLightIn, Matrix4f matrix,
                            IVertexBuilder iVertexBuilder) {
		this.renderFace(matrix, iVertexBuilder, 0.25F, 0.75F, height, 0.25F, 0.75F, 1.f, 1.f, 1.f, combinedOverlayIn, combinedLightIn);
	}
	private void renderFace(Matrix4f matrix, IVertexBuilder vertexBuilder, float minX, float maxX, float height, float minZ, float maxZ,
                            float red, float green, float blue, int combinedOverlayIn, int combinedLightIn) {
      	//Right now i use some testing values fo the UV coordinates
		vertexBuilder.pos(matrix, minX, height, maxZ).color(red, green, blue, 1.0F).tex(0.5f, 0.40f)
          				.overlay(combinedOverlayIn).lightmap(combinedLightIn).normal(0.f, 1.f, 0.f).endVertex();
		vertexBuilder.pos(matrix, maxX, height, maxZ).color(red, green, blue, 1.0F).tex(0.5f, 0.5f)
          				.overlay(combinedOverlayIn).lightmap(combinedLightIn).normal(0.f, 1.f, 0.f).endVertex();
		vertexBuilder.pos(matrix, maxX, height, minZ).color(red, green, blue, 1.0F).tex(0.40f, 0.5f)
          				.overlay(combinedOverlayIn).lightmap(combinedLightIn).normal(0.f, 1.f, 0.f).endVertex();
		vertexBuilder.pos(matrix, minX, height, minZ).color(red, green, blue, 1.0F).tex(0.40f, 0.40f)
          				.overlay(combinedOverlayIn).lightmap(combinedLightIn).normal(0.f, 1.f, 0.f).endVertex();
	}
  	private void renderItem(ItemStack stack, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, 
                            int combinedOverlayIn) {
		Minecraft.getInstance().getItemRenderer().renderItem(stack, TransformType.FIXED, combinedLightIn, combinedOverlayIn, 
                                                             matrixStackIn, bufferIn);
	}
}

 

  • Thorius changed the title to [1.15.2] Questions about TileEntityRenderer [Solved]
Posted

I managed to find a solution. Instead of the above method i do this:

	private static final ResourceLocation MOLTEN_METAL_TEXTURE = new ResourceLocation("textures/block/lava_still.png");
	private static final RenderType RENDER_TYPE = RenderType.getEntitySolid(MOLTEN_METAL_TEXTURE);

 

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} /** * Checks to see if this enderman should be attacking this player */ boolean isLookingAtMe(Player pPlayer) { ItemStack itemstack = pPlayer.getInventory().armor.get(3); if (net.minecraftforge.common.ForgeHooks.shouldSuppressEnderManAnger(this, pPlayer, itemstack)) { return false; } else { Vec3 vec3 = pPlayer.getViewVector(1.0F).normalize(); Vec3 vec31 = new Vec3(this.getX() - pPlayer.getX(), this.getEyeY() - pPlayer.getEyeY(), this.getZ() - pPlayer.getZ()); double d0 = vec31.length(); vec31 = vec31.normalize(); double d1 = vec3.dot(vec31); return d1 > 1.0D - 0.025D / d0 ? pPlayer.hasLineOfSight(this) : false; } } protected float getStandingEyeHeight(Pose pPose, EntityDimensions pSize) { return 2.55F; } /** * Called every tick so the entity can update its state as required. For example, zombies and skeletons use this to * react to sunlight and start to burn. */ public void aiStep() { if (this.level().isClientSide) { for(int i = 0; i < 2; ++i) { this.level().addParticle(ParticleTypes.PORTAL, this.getRandomX(0.5D), this.getRandomY() - 0.25D, this.getRandomZ(0.5D), (this.random.nextDouble() - 0.5D) * 2.0D, -this.random.nextDouble(), (this.random.nextDouble() - 0.5D) * 2.0D); } } this.jumping = false; if (!this.level().isClientSide) { this.updatePersistentAnger((ServerLevel)this.level(), true); } super.aiStep(); } public boolean isSensitiveToWater() { return true; } protected void customServerAiStep() { if (this.level().isDay() && this.tickCount >= this.targetChangeTime + 600) { float f = this.getLightLevelDependentMagicValue(); if (f > 0.5F && this.level().canSeeSky(this.blockPosition()) && this.random.nextFloat() * 30.0F < (f - 0.4F) * 2.0F) { this.setTarget((LivingEntity)null); this.teleport(); } } super.customServerAiStep(); } /** * Teleport the enderman to a random nearby position */ protected boolean teleport() { if (!this.level().isClientSide() && this.isAlive()) { double d0 = this.getX() + (this.random.nextDouble() - 0.5D) * 64.0D; double d1 = this.getY() + (double)(this.random.nextInt(64) - 32); double d2 = this.getZ() + (this.random.nextDouble() - 0.5D) * 64.0D; return this.teleport(d0, d1, d2); } else { return false; } } /** * Teleport the enderman to another entity */ boolean teleportTowards(Entity pTarget) { Vec3 vec3 = new Vec3(this.getX() - pTarget.getX(), this.getY(0.5D) - pTarget.getEyeY(), this.getZ() - pTarget.getZ()); vec3 = vec3.normalize(); double d0 = 16.0D; double d1 = this.getX() + (this.random.nextDouble() - 0.5D) * 8.0D - vec3.x * 16.0D; double d2 = this.getY() + (double)(this.random.nextInt(16) - 8) - vec3.y * 16.0D; double d3 = this.getZ() + (this.random.nextDouble() - 0.5D) * 8.0D - vec3.z * 16.0D; return this.teleport(d1, d2, d3); } /** * Teleport the enderman */ private boolean teleport(double pX, double pY, double pZ) { BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos(pX, pY, pZ); while(blockpos$mutableblockpos.getY() > this.level().getMinBuildHeight() && !this.level().getBlockState(blockpos$mutableblockpos).blocksMotion()) { blockpos$mutableblockpos.move(Direction.DOWN); } BlockState blockstate = this.level().getBlockState(blockpos$mutableblockpos); boolean flag = blockstate.blocksMotion(); boolean flag1 = blockstate.getFluidState().is(FluidTags.WATER); if (flag && !flag1) { net.minecraftforge.event.entity.EntityTeleportEvent.EnderEntity event = net.minecraftforge.event.ForgeEventFactory.onEnderTeleport(this, pX, pY, pZ); if (event.isCanceled()) return false; Vec3 vec3 = this.position(); boolean flag2 = this.randomTeleport(event.getTargetX(), event.getTargetY(), event.getTargetZ(), true); if (flag2) { this.level().gameEvent(GameEvent.TELEPORT, vec3, GameEvent.Context.of(this)); if (!this.isSilent()) { this.level().playSound((Player)null, this.xo, this.yo, this.zo, SoundEvents.ENDERMAN_TELEPORT, this.getSoundSource(), 1.0F, 1.0F); this.playSound(SoundEvents.ENDERMAN_TELEPORT, 1.0F, 1.0F); } } return flag2; } else { return false; } } protected SoundEvent getAmbientSound() { return this.isCreepy() ? SoundEvents.ENDERMAN_SCREAM : SoundEvents.ENDERMAN_AMBIENT; } protected SoundEvent getHurtSound(DamageSource pDamageSource) { return SoundEvents.ENDERMAN_HURT; } protected SoundEvent getDeathSound() { return SoundEvents.ENDERMAN_DEATH; } protected void dropCustomDeathLoot(DamageSource pSource, int pLooting, boolean pRecentlyHit) { super.dropCustomDeathLoot(pSource, pLooting, pRecentlyHit); BlockState blockstate = this.getCarriedBlock(); if (blockstate != null) { ItemStack itemstack = new ItemStack(Items.DIAMOND_AXE); itemstack.enchant(Enchantments.SILK_TOUCH, 1); LootParams.Builder lootparams$builder = (new LootParams.Builder((ServerLevel)this.level())).withParameter(LootContextParams.ORIGIN, this.position()).withParameter(LootContextParams.TOOL, itemstack).withOptionalParameter(LootContextParams.THIS_ENTITY, this); for(ItemStack itemstack1 : blockstate.getDrops(lootparams$builder)) { this.spawnAtLocation(itemstack1); } } } public void setCarriedBlock(@Nullable BlockState pState) { this.entityData.set(DATA_CARRY_STATE, Optional.ofNullable(pState)); } @Nullable public BlockState getCarriedBlock() { return this.entityData.get(DATA_CARRY_STATE).orElse((BlockState)null); } /** * Called when the entity is attacked. */ public boolean hurt(DamageSource pSource, float pAmount) { if (this.isInvulnerableTo(pSource)) { return false; } else { boolean flag = pSource.getDirectEntity() instanceof ThrownPotion; if (!pSource.is(DamageTypeTags.IS_PROJECTILE) && !flag) { boolean flag2 = super.hurt(pSource, pAmount); if (!this.level().isClientSide() && !(pSource.getEntity() instanceof LivingEntity) && this.random.nextInt(10) != 0) { this.teleport(); } return flag2; } else { boolean flag1 = flag && this.hurtWithCleanWater(pSource, (ThrownPotion)pSource.getDirectEntity(), pAmount); for(int i = 0; i < 64; ++i) { if (this.teleport()) { return true; } } return flag1; } } } private boolean hurtWithCleanWater(DamageSource pSource, ThrownPotion pPotion, float pAmount) { ItemStack itemstack = pPotion.getItem(); Potion potion = PotionUtils.getPotion(itemstack); List<MobEffectInstance> list = PotionUtils.getMobEffects(itemstack); boolean flag = potion == Potions.WATER && list.isEmpty(); return flag ? super.hurt(pSource, pAmount) : false; } public boolean isCreepy() { return this.entityData.get(DATA_CREEPY); } public boolean hasBeenStaredAt() { return this.entityData.get(DATA_STARED_AT); } public void setBeingStaredAt() { this.entityData.set(DATA_STARED_AT, true); } public boolean requiresCustomPersistence() { return super.requiresCustomPersistence() || this.getCarriedBlock() != null; } static class EndermanFreezeWhenLookedAt extends Goal { private final EnderMan enderman; @Nullable private LivingEntity target; public EndermanFreezeWhenLookedAt(EnderMan pEnderman) { this.enderman = pEnderman; this.setFlags(EnumSet.of(Goal.Flag.JUMP, Goal.Flag.MOVE)); } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { this.target = this.enderman.getTarget(); if (!(this.target instanceof Player)) { return false; } else { double d0 = this.target.distanceToSqr(this.enderman); return d0 > 256.0D ? false : this.enderman.isLookingAtMe((Player)this.target); } } /** * Execute a one shot task or start executing a continuous task */ public void start() { this.enderman.getNavigation().stop(); } /** * Keep ticking a continuous task that has already been started */ public void tick() { this.enderman.getLookControl().setLookAt(this.target.getX(), this.target.getEyeY(), this.target.getZ()); } } static class EndermanLeaveBlockGoal extends Goal { private final EnderMan enderman; public EndermanLeaveBlockGoal(EnderMan pEnderman) { this.enderman = pEnderman; } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { if (this.enderman.getCarriedBlock() == null) { return false; } else if (!net.minecraftforge.event.ForgeEventFactory.getMobGriefingEvent(this.enderman.level(), this.enderman)) { return false; } else { return this.enderman.getRandom().nextInt(reducedTickDelay(2000)) == 0; } } /** * Keep ticking a continuous task that has already been started */ public void tick() { RandomSource randomsource = this.enderman.getRandom(); Level level = this.enderman.level(); int i = Mth.floor(this.enderman.getX() - 1.0D + randomsource.nextDouble() * 2.0D); int j = Mth.floor(this.enderman.getY() + randomsource.nextDouble() * 2.0D); int k = Mth.floor(this.enderman.getZ() - 1.0D + randomsource.nextDouble() * 2.0D); BlockPos blockpos = new BlockPos(i, j, k); BlockState blockstate = level.getBlockState(blockpos); BlockPos blockpos1 = blockpos.below(); BlockState blockstate1 = level.getBlockState(blockpos1); BlockState blockstate2 = this.enderman.getCarriedBlock(); if (blockstate2 != null) { blockstate2 = Block.updateFromNeighbourShapes(blockstate2, this.enderman.level(), blockpos); if (this.canPlaceBlock(level, blockpos, blockstate2, blockstate, blockstate1, blockpos1) && !net.minecraftforge.event.ForgeEventFactory.onBlockPlace(enderman, net.minecraftforge.common.util.BlockSnapshot.create(level.dimension(), level, blockpos1), net.minecraft.core.Direction.UP)) { level.setBlock(blockpos, blockstate2, 3); level.gameEvent(GameEvent.BLOCK_PLACE, blockpos, GameEvent.Context.of(this.enderman, blockstate2)); this.enderman.setCarriedBlock((BlockState)null); } } } private boolean canPlaceBlock(Level pLevel, BlockPos pDestinationPos, BlockState pCarriedState, BlockState pDestinationState, BlockState pBelowDestinationState, BlockPos pBelowDestinationPos) { return pDestinationState.isAir() && !pBelowDestinationState.isAir() && !pBelowDestinationState.is(Blocks.BEDROCK) && !pBelowDestinationState.is(net.minecraftforge.common.Tags.Blocks.ENDERMAN_PLACE_ON_BLACKLIST) && pBelowDestinationState.isCollisionShapeFullBlock(pLevel, pBelowDestinationPos) && pCarriedState.canSurvive(pLevel, pDestinationPos) && pLevel.getEntities(this.enderman, AABB.unitCubeFromLowerCorner(Vec3.atLowerCornerOf(pDestinationPos))).isEmpty(); } } static class EndermanLookForPlayerGoal extends NearestAttackableTargetGoal<Player> { private final EnderMan enderman; /** The player */ @Nullable private Player pendingTarget; private int aggroTime; private int teleportTime; private final TargetingConditions startAggroTargetConditions; private final TargetingConditions continueAggroTargetConditions = TargetingConditions.forCombat().ignoreLineOfSight(); private final Predicate<LivingEntity> isAngerInducing; public EndermanLookForPlayerGoal(EnderMan pEnderman, @Nullable Predicate<LivingEntity> pSelectionPredicate) { super(pEnderman, Player.class, 10, false, false, pSelectionPredicate); this.enderman = pEnderman; this.isAngerInducing = (p_269940_) -> { return (pEnderman.isLookingAtMe((Player)p_269940_) || pEnderman.isAngryAt(p_269940_)) && !pEnderman.hasIndirectPassenger(p_269940_); }; this.startAggroTargetConditions = TargetingConditions.forCombat().range(this.getFollowDistance()).selector(this.isAngerInducing); } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { this.pendingTarget = this.enderman.level().getNearestPlayer(this.startAggroTargetConditions, this.enderman); return this.pendingTarget != null; } /** * Execute a one shot task or start executing a continuous task */ public void start() { this.aggroTime = this.adjustedTickDelay(5); this.teleportTime = 0; this.enderman.setBeingStaredAt(); } /** * Reset the task's internal state. Called when this task is interrupted by another one */ public void stop() { this.pendingTarget = null; super.stop(); } /** * Returns whether an in-progress EntityAIBase should continue executing */ public boolean canContinueToUse() { if (this.pendingTarget != null) { if (!this.isAngerInducing.test(this.pendingTarget)) { return false; } else { this.enderman.lookAt(this.pendingTarget, 10.0F, 10.0F); return true; } } else { if (this.target != null) { if (this.enderman.hasIndirectPassenger(this.target)) { return false; } if (this.continueAggroTargetConditions.test(this.enderman, this.target)) { return true; } } return super.canContinueToUse(); } } /** * Keep ticking a continuous task that has already been started */ public void tick() { if (this.enderman.getTarget() == null) { super.setTarget((LivingEntity)null); } if (this.pendingTarget != null) { if (--this.aggroTime <= 0) { this.target = this.pendingTarget; this.pendingTarget = null; super.start(); } } else { if (this.target != null && !this.enderman.isPassenger()) { if (this.enderman.isLookingAtMe((Player)this.target)) { if (this.target.distanceToSqr(this.enderman) < 16.0D) { this.enderman.teleport(); } this.teleportTime = 0; } else if (this.target.distanceToSqr(this.enderman) > 256.0D && this.teleportTime++ >= this.adjustedTickDelay(30) && this.enderman.teleportTowards(this.target)) { this.teleportTime = 0; } } super.tick(); } } } static class EndermanTakeBlockGoal extends Goal { private final EnderMan enderman; public EndermanTakeBlockGoal(EnderMan pEnderman) { this.enderman = pEnderman; } /** * Returns whether execution should begin. You can also read and cache any state necessary for execution in this * method as well. */ public boolean canUse() { if (this.enderman.getCarriedBlock() != null) { return false; } else if (!net.minecraftforge.event.ForgeEventFactory.getMobGriefingEvent(this.enderman.level(), this.enderman)) { return false; } else { return this.enderman.getRandom().nextInt(reducedTickDelay(20)) == 0; } } /** * Keep ticking a continuous task that has already been started */ public void tick() { RandomSource randomsource = this.enderman.getRandom(); Level level = this.enderman.level(); int i = Mth.floor(this.enderman.getX() - 2.0D + randomsource.nextDouble() * 4.0D); int j = Mth.floor(this.enderman.getY() + randomsource.nextDouble() * 3.0D); int k = Mth.floor(this.enderman.getZ() - 2.0D + randomsource.nextDouble() * 4.0D); BlockPos blockpos = new BlockPos(i, j, k); BlockState blockstate = level.getBlockState(blockpos); Vec3 vec3 = new Vec3((double)this.enderman.getBlockX() + 0.5D, (double)j + 0.5D, (double)this.enderman.getBlockZ() + 0.5D); Vec3 vec31 = new Vec3((double)i + 0.5D, (double)j + 0.5D, (double)k + 0.5D); BlockHitResult blockhitresult = level.clip(new ClipContext(vec3, vec31, ClipContext.Block.OUTLINE, ClipContext.Fluid.NONE, this.enderman)); boolean flag = blockhitresult.getBlockPos().equals(blockpos); if (blockstate.is(BlockTags.ENDERMAN_HOLDABLE) && flag) { level.removeBlock(blockpos, false); level.gameEvent(GameEvent.BLOCK_DESTROY, blockpos, GameEvent.Context.of(this.enderman, blockstate)); this.enderman.setCarriedBlock(blockstate.getBlock().defaultBlockState()); } } } }  
    • https://spark.lucko.me/uBsACZjZ1t heres the spark profiler!
    • My server crashes out of the blue, it doesnt matter how many people are online or what we are doing, it just "happens". Generally the server doesnt get any lag but sometimes it does when were exploring and stuff like that, i used spark to figure that one out. i changed the max tick time to -1 to see if that works but it doesnt seem to have fixed anything. Here I'll leave you the crashreport and log. https://paste.ee/p/GJTbh
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