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blockentityrenderers [2019/07/28 07:00] – created fudgetutorial:blockentityrenderers [2023/02/09 13:14] (current) – "you wants" -> "you want" mschae23
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 ====== Rendering blocks and items dynamically using block entity renderers ====== ====== Rendering blocks and items dynamically using block entity renderers ======
 +
 +//This is the 1.15 & 1.16 version of this tutorial. For the 1.14 version, see [[tutorial:1.14:blockentityrenderers|Rendering blocks and items dynamically using block entity renderers (1.14)]].//
  
 Make sure you [[tutorial:blockentity|added a block entity]] before reading this tutorial!  Make sure you [[tutorial:blockentity|added a block entity]] before reading this tutorial! 
 ===== Introduction ===== ===== Introduction =====
-Some may say blocks by themselves aren't that interesting,  +Blocks by themselves aren't that interesting, they just stay static at a certain location and a certain size until broken. We can use block entity renderers to render items and blocks associated with a block entity far more dynamically - render multiple different items, at differing locations and sizes, and more.  
-they just stay static at a certain location and a certain size until broken. +
-We can use block entity renderers to render items and blocks associated with a block entity far more dynamically - render multiple different items,  +
-at differing locations and sizes, and more.  +
 ===== Example ===== ===== Example =====
-In this tutorial we'll build off the block entity we created by adding a ''BlockEntityRenderer'' to it.  +In this tutorial we'll build off the block entity we created by adding a ''BlockEntityRenderer'' to it. The renderer will display a jukebox floating above the block, going up and down and spinning.  
-The renderer will display a jukebox floating above the block, going up and down and spinning.  +
      
 The first thing we need to do is create our ''BlockEntityRenderer'' class: The first thing we need to do is create our ''BlockEntityRenderer'' class:
 <code java> <code java>
-public class MyBlockEntityRenderer extends BlockEntityRenderer<DemoBlockEntity> {+@Environment(EnvType.CLIENT) 
 +public class DemoBlockEntityRenderer implements BlockEntityRenderer<DemoBlockEntity > {
     // A jukebox itemstack     // A jukebox itemstack
     private static ItemStack stack = new ItemStack(Items.JUKEBOX, 1);     private static ItemStack stack = new ItemStack(Items.JUKEBOX, 1);
          
 +    public DemoBlockEntityRenderer(BlockEntityRendererFactory.Context ctx) {}
 +
     @Override     @Override
-    public void render(DemoBlockEntity blockEntity, double xdouble ydouble zfloat partialTicks, int destroyStage) {+    public void render(DemoBlockEntity blockEntity, float tickDeltaMatrixStack matricesVertexConsumerProvider vertexConsumersint light, int overlay) {
     }     }
 } }
 </code> </code>
-And register it:+We're going to need to register our ''BlockEntityRenderer'', but only for the client. This wouldn't matter in a single-player setting, since the server runs in the same process as the client. However, in a multiplayer setting, where the server runs in a different process than the client, the server code has no concept of a "BlockEntityRenderer", and as a result would not accept registering one. To run initialization code only for the client, we need to setup a ''client'' entrypoint.   
 + 
 +Create a new class next to your main class that implements ''ClientModInitializer'' (in this tutorial assume that ExampleModClient is in the same folder as the former ExampleMod is): 
 +<code java> 
 +@Environment(EnvType.CLIENT) 
 +public class ExampleModClient implements ClientModInitializer { 
 +    @Override 
 +    public void onInitializeClient() { 
 +        // Here we will put client-only registration code 
 +    } 
 +
 +</code> 
 + 
 +Set this class as the ''client'' entrypoint in your ''fabric.mod.json'' (modify the path as needed): 
 +<code javascript "fabric.mod.json"> 
 +"entrypoints":
 +    [...] 
 +    "client":
 +      { 
 +        "value": "net.fabricmc.example.ExampleModClient" 
 +      } 
 +    ] 
 +}     
 +</code> 
 + 
 +And register the ''BlockEntityRenderer'' in our ClientModInitializer:
 <code java> <code java>
 @Override @Override
-public void onInitialize() { +public void onInitializeClient() { 
-    ... +    BlockEntityRendererRegistry.register(DEMO_BLOCK_ENTITYDemoBlockEntityRenderer::new);
-    BlockEntityRendererRegistry.INSTANCE.register(DemoBlockEntity.class, new MyBlockEntityRenderer());+
 } }
 </code> </code>
 We override the ''render'' method which gets called every frame(!), and in it we will do our rendering We override the ''render'' method which gets called every frame(!), and in it we will do our rendering
- - for starters, call ''GlStateManager.pushMatrix();'' which is mandatory when doing GL calls (we will doing those right after):+ - for starters, call ''matrices.push();'' which is mandatory when doing GL calls (we will doing those right after):
 <code java> <code java>
-    public void render(DemoBlockEntity blockEntity, double xdouble ydouble zfloat partialTicks, int destroyStage) { +    public void render(DemoBlockEntity blockEntity, float tickDeltaMatrixStack matricesVertexConsumerProvider vertexConsumersint light, int overlay) { 
-       GlStateManager.pushMatrix();+       matrices.push();
     }     }
 </code> </code>
-We then perform the movement of the jukebox (GlStateManager.translatef) and rotation (GlStateManager.rotatef). +We then perform the movement of the jukebox (matrices.translate) and rotation (matrices.multiply). There are two parts to the translation: we translate it to 0.5, 1.25, and 0.5 which is above the center of our block. The second part is the part that changes: the offset in the y value. The offset is the height of the item for any given frame. We recalculate this each time because we want it to be animating bouncing up and down. We calculate this by:
-There are two parts to the translation: we translate it to x + 0.5, y + 1.25, and z + 0.5 which is above the center of our block.  +
-The second part is the part that changes: the offset in the y value. The offset is the height of the item for any given frame. +
-We recalculate this each time because we want it to be animating bouncing up and down. We calculate this by:+
   * Getting the current world time, which changes over time.   * Getting the current world time, which changes over time.
   * Adding the partial ticks. (The partial ticks is a fractional value representing the amount of time that’s passed between the last full tick and now. We use this because otherwise the animation would be jittery because there are fewer ticks per second than frames per second.)   * Adding the partial ticks. (The partial ticks is a fractional value representing the amount of time that’s passed between the last full tick and now. We use this because otherwise the animation would be jittery because there are fewer ticks per second than frames per second.)
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   * Dividing that by 4 to compress the sine wave vertically so the item doesn’t move up and down as much.   * Dividing that by 4 to compress the sine wave vertically so the item doesn’t move up and down as much.
 <code java> <code java>
-    public void render(DemoBlockEntity blockEntity, double xdouble ydouble zfloat partialTicks, int destroyStage) { +    public void render(DemoBlockEntity blockEntity, float tickDeltaMatrixStack matricesVertexConsumerProvider vertexConsumersint light, int overlay) { 
-       ...+        [...]
         // Calculate the current offset in the y value         // Calculate the current offset in the y value
-        double offset = Math.sin((blockEntity.getWorld().getTime() + partialTicks) / 8.0) / 4.0;+        double offset = Math.sin((blockEntity.getWorld().getTime() + tickDelta) / 8.0) / 4.0;
         // Move the item         // Move the item
-        GlStateManager.translated(x + 0.5, y + 1.25 + offset, z + 0.5);+        matrices.translate(0.5, 1.25 + offset, 0.5);
  
         // Rotate the item         // Rotate the item
-        GlStateManager.rotatef((blockEntity.getWorld().getTime() + partialTicks) * 4, 0, 1, 0);+        matrices.multiply(RotationAxis.POSITIVE_Y.rotationDegrees((blockEntity.getWorld().getTime() + tickDelta) * 4));
     }     }
 </code> </code>
-Finally, we will get the Minecraft 'ItemRenderer' and render the jukebox item by using ''renderItem'' +Finally, we will get the Minecraft 'ItemRenderer' and render the jukebox item by using ''renderItem''. We also pass ''ModelTransformation.Type.GROUND'' to ''renderItem'' because we want a similiar effect to an item lying on the ground. Try experimenting with this value and see what happens (it's an enum). We also need to call ''matrices.pop();'' after these GL calls:
-We also pass ''ModelTransformation.Type.GROUND'' to ''renderItem'' because we want a similiar effect to  +
-an item lying on the ground. Try experimenting with this value and see what happens (it's an enum).  +
-We also need to call ''GlStateManager.popMatrix();'' after these GL calls:+
 <code java> <code java>
-    public void render(DemoBlockEntity blockEntity, double xdouble ydouble zfloat partialTicks, int destroyStage) { +    public void render(DemoBlockEntity blockEntity, float tickDeltaMatrixStack matricesVertexConsumerProvider vertexConsumersint light, int overlay) { 
-        ... +        [...] 
-        MinecraftClient.getInstance().getItemRenderer().renderItem(stack, ModelTransformation.Type.GROUND);+        MinecraftClient.getInstance().getItemRenderer().renderItem(stack, ModelTransformation.Mode.GROUND, light, overlay, matrices, vertexConsumers, 0);
  
         // Mandatory call after GL calls         // Mandatory call after GL calls
-        GlStateManager.popMatrix();+        matrices.pop();
     }     }
 </code> </code>
  
-You can try your newly created block entity renderer right now.  +You can try your newly created block entity renderer right now. However, if you didn't make your block transparent, you will notice something is amiss - the floating block, the jukebox, is pitch black! This is because by default, //whatever you render in the block entity, will receive light as if it's in the same position as the block entity//. So the floating block receives light from //inside// our opaque block, which means it receives no light! To fix this, we will tell Minecraft to receive light from //one block above// the location of the block entity.  
-However, if you didn't make your block transparent, you will notice something is amiss - the floating block, the jukebox, is pitch black!   +
-This is because by default, //whatever you render in the block entity, will receive light as if it's in the same position as the block entity//. +
-So the floating block receives light from //inside// our opaque block, which means it receives no light!  +
-To fix this, we will tell Minecraft to receive light from //one block above// the location of the block entity.  +
  
-To get the light, we call ''World#getLightmapIndex()'' on the position above our tile entity,  +To get the light, we call ''WorldRenderer#getLightmapCoordinates()'' on the position above our block entity,  
-and to use the light we call ''GLX.glMultiTexCoord2f'':+and to use the light we use it in ''renderItem()'':
 <code java> <code java>
     @Override     @Override
-    public void render(DemoBlockEntity blockEntity, double xdouble ydouble zfloat partialTicks, int destroyStage) { +    public void render(DemoBlockEntity blockEntity, float tickDeltaMatrixStack matricesVertexConsumerProvider vertexConsumersint light, int overlay) { 
-        ...+        [...]
                  
-        // Put this right above "MinecraftClient.getInstance().getItemRenderer().renderItem(stack, ModelTransformation.Type.GROUND);" +        int lightAbove = WorldRenderer.getLightmapCoordinates(blockEntity.getWorld()blockEntity.getPos().up()); 
-        int light = blockEntity.getWorld().getLightmapIndex(blockEntity.getPos().up(), 0); +        MinecraftClient.getInstance().getItemRenderer().renderItem(stack, ModelTransformation.Mode.GROUNDlightAbove, OverlayTexture.DEFAULT_UV, matrices, vertexConsumers, 0);
-        GLX.glMultiTexCoord2f(GLX.GL_TEXTURE1, (float) (light & 0xFFFF)(float) ((light >> 16) & 0xFFFF));+
                  
-        ...+        [...]
     }     }
 </code> </code>
  
 The jukebox should now have the proper lighting.  The jukebox should now have the proper lighting. 
 +
 +===== Rendering according to block entity data =====
 +Sometimes you want to render according to the block entity data (nbt), and you find they are all empty, even if you can access the data through ''/data get block'' command. That's because you did not sync data from server to client. See [[tutorial:blockentity#Sync data from server to client]].
tutorial/blockentityrenderers.1564297250.txt.gz · Last modified: 2019/07/28 07:00 by fudge