Jump to content

[Solved] [1.12.2] Display custom vignette


GDavid

Recommended Posts

I want to display a custom vignette with custom color when the player has a certain item as helmet equipped.

The problem is that when I run the render method of my gui,

when in RenderGameOverlayEvent.Pre, nothing can be seen except the HUD,

when in RenderGameOverlayEvent.Post, it's drawn above everything, including settings menu.

My code:

@EventBusSubscriber
public class OverlayDataGoggles extends GuiScreen {
	
	private static OverlayDataGoggles instance = new OverlayDataGoggles();
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		instance.mc = Minecraft.getMinecraft();
		instance.fontRenderer = instance.mc.fontRenderer;
		instance.render();
	}
	
	private void render() {
		EntityPlayer player = mc.player;
		if (player != null) {
			InventoryPlayer inv = player.inventory;
			if (inv != null) {
				NonNullList<ItemStack> armor = inv.armorInventory;
				if (armor != null) {
					ItemStack helmet = inv.armorItemInSlot(3);
					if (this.mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
						ScaledResolution scaled = new ScaledResolution(mc);
						int width = scaled.getScaledWidth();
						int height = scaled.getScaledHeight();
						renderVignette(scaled, 0, 1, 1);
						renderToolTip(helmet, width / 2, height / 2);
					}
				}
			}
		}
	}
	
	protected static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	protected void renderVignette(ScaledResolution scaledRes, float r, float g, float b) {
        GlStateManager.enableBlend();
        GlStateManager.enableAlpha();
		GlStateManager.disableDepth();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		GlStateManager.color(r, g, b, 1.0f);
		this.mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
        GlStateManager.disableBlend();
        GlStateManager.disableAlpha();
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

 

Edited by GDavid
Link to comment
Share on other sites

Are you using the correct blend factors?

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

First of all you can't do this

On 10/19/2018 at 3:29 PM, GDavid said:

@EventBusSubscriber

public class OverlayDataGoggles extends GuiScreen

This will crash the server because GuiScreen doesn't exist on the server. Why are you extending GuiScreen anyway? There is no reason to do so.

 

On 10/19/2018 at 3:29 PM, GDavid said:

if (player != null)

This will never be false. The RenderGameOverlayEvent fires, well, when the overlay HUD is rendered. The player is never null by then.

 

On 10/19/2018 at 3:29 PM, GDavid said:

if (inv != null)

This will never be false. The player can't have a non-null inventory.

 

On 10/19/2018 at 3:29 PM, GDavid said:

if (armor != null)

This will never be false. The inventory will always have it's armor list instantinated.

All of this can be replaced with one line of code:

ItemStack helmet = Minecraft.getMinecraft().player.getItemStackFromSlot(EntityEquipmentSlot.HEAD);

There, you are done.

 

On 10/19/2018 at 3:29 PM, GDavid said:

renderToolTip(helmet, width / 2, height / 2);

This does a lot of things to GL state which are not supposed to be there when the HUD is rendered, thus the game can't properly draw the rest of it and all you see is a black screen, hence the

On 10/19/2018 at 3:29 PM, GDavid said:

nothing can be seen except the HUD

Don't call this method. It doesn't really work during the HUD pass anyway.

 

GlStateManager.disableBlend();
GlStateManager.disableAlpha();
GlStateManager.enableDepth();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

Why are you disabling blending? The rest of the HUD rendering expects it to be enabled. And if you are disabling it there is no logic in setting the blend function to something else afterwards.

Same with the alpha. Don't disable it. In fact don't enable it in the first place, it is irrelevant.

  • Thanks 1
Link to comment
Share on other sites

Changed it to

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.NonNullList;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 1, 1);
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b) {
		GlStateManager.disableDepth();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.color(r, g, b, 1.0f);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

Still not transparent. Actually everything painted to the chosen color. Also, changed the texture to white + transparency.

 

Quote

Why are you extending GuiScreen anyway? There is no reason to do so.

I wanted to display item tooltips. Is there a way that works in HUD?

 

Quote

Why are you disabling blending? The rest of the HUD rendering expects it to be enabled. And if you are disabling it there is no logic in setting the blend function to something else afterwards.

Same with the alpha. Don't disable it. In fact don't enable it in the first place, it is irrelevant.

I disable and enable them because the renderVignette method is just a modified copy of the one found in GuiIngame. And the alpha is here because first I thought that might be the thing I'm missing.

Edited by GDavid
Link to comment
Share on other sites

Quote

GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_COLOR, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);

Your blend function is incorrect. The first parameter is supposed to be ZERO.

Also blend isn't enabled by the time RenderGameOverlayEvent.Pre fires. You have to enable it first.

 

19 minutes ago, GDavid said:

I wanted to display item tooltips. Is there a way that works in HUD?

Use GuiUtils#drawHoveringText. The one that takes an ItemStack as it's first parameter.

Be aware that rendering the text disables blend and changes the state's color. So you will have to enable blend back and change the color to white after you are done.

  • Thanks 1
Link to comment
Share on other sites

Corrected blend function and added back enable blend.

It tints the HUD red and everything else is black.

This is my vignette texture:vignette.png.ac801c4cc2337a82b9b88bf1e59b4d99.png

The center is transparent, the edge is white if it can't be seen for some reason.

 

Also, GuiUtils.drawHoveringText didn't work.

Edited by GDavid
Link to comment
Share on other sites

package gdavid.davidsmod.gui;

import java.util.ArrayList;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 1, 1);
			GuiUtils.drawHoveringText(helmet, new ArrayList<String>(), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.ONE_MINUS_SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.color(r, g, b, 1.0f);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.disableBlend();
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

 

Link to comment
Share on other sites

8 minutes ago, GDavid said:

GlStateManager.depthMask(true);

GlStateManager.disableBlend();

GlStateManager.enableDepth();

 

1 hour ago, V0idWa1k3r said:

Why are you disabling blending? The rest of the HUD rendering expects it to be enabled.

 

 

8 minutes ago, GDavid said:

GuiUtils.drawHoveringText(helmet, new ArrayList<String>(), width / 2, height / 2, width, height, width / 3, fontRenderer); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

33 minutes ago, V0idWa1k3r said:

Be aware that rendering the text disables blend and changes the state's color. So you will have to enable blend back and change the color to white after you are done.

Also you are telling it to render an empty list of strings which is not very productive. It is supposed to contain the description of the item.

 

  • Thanks 1
Link to comment
Share on other sites

The tooltip is working now.

The alpha doesn't apply for some reason, it tints the entire screen regardless texture alpha.

code:

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 0, 0);
			GuiUtils.drawHoveringText(helmet, helmet.getTooltip(player, ITooltipFlag.TooltipFlags.NORMAL), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
			GlStateManager.enableBlend();
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.color(r, g, b, 1.0f);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

 

Link to comment
Share on other sites

26 minutes ago, GDavid said:

GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.ZERO, GlStateManager.DestFactor.SRC_COLOR, GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);

Your blend function is still wrong. Why do you keep changing it in it's entirety? I told you to change the first parameter, not the second one. The second parameter is supposed to be ONE_MINUS_SRC_COLOR.

Link to comment
Share on other sites

Ok, this is closer to what I want, but still not good.

Now transparency works, but from one point, it's too dark. It shouldn't be that dark.

code:

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 0, 0, 1);
			/*
			GuiUtils.drawHoveringText(helmet, helmet.getTooltip(player, ITooltipFlag.TooltipFlags.NORMAL), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
			GlStateManager.enableBlend();
			*/
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b, float a) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		GlStateManager.color(r, g, b, a);
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
	}
	
}

Also, how can I make it render below the HUD, so it doesn't cover the hotbar, chat and such?

Link to comment
Share on other sites

This works!

package gdavid.davidsmod.gui;

import gdavid.davidsmod.DavidsMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.client.util.ITooltipFlag;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.fml.client.config.GuiUtils;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public final class OverlayDataGoggles {
	
	@SubscribeEvent
	public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
		Minecraft mc = Minecraft.getMinecraft();
		FontRenderer fontRenderer = mc.fontRenderer;
		ScaledResolution scaled = new ScaledResolution(mc);
		int width = scaled.getScaledWidth();
		int height = scaled.getScaledHeight();
		EntityPlayer player = mc.player;
		InventoryPlayer inv = player.inventory;
		ItemStack helmet = inv.armorItemInSlot(3);
		if (mc.gameSettings.thirdPersonView == 0 && helmet.getItem() == Items.LEATHER_HELMET) { // TODO data helmet
			renderVignette(mc, scaled, 0, 0, 0, 1);
			/*
			GuiUtils.drawHoveringText(helmet, helmet.getTooltip(player, ITooltipFlag.TooltipFlags.NORMAL), width / 2, height / 2, width, height, width / 3, fontRenderer);
			GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
			GlStateManager.enableBlend();
			*/
		}
	}
	
	private static final ResourceLocation VIGNETTE_TEX_PATH = new ResourceLocation(DavidsMod.modID + ":" + "textures/misc/vignette.png");
	
	private static void renderVignette(Minecraft mc, ScaledResolution scaledRes, float r, float g, float b, float a) {
		GlStateManager.disableDepth();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
		GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
		GlStateManager.color(r, g, b, a);
        GlStateManager.disableAlpha();
		mc.getTextureManager().bindTexture(VIGNETTE_TEX_PATH);
		Tessellator tessellator = Tessellator.getInstance();
		BufferBuilder bufferbuilder = tessellator.getBuffer();
		bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX);
		bufferbuilder.pos(0.0D, (double)scaledRes.getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), (double)scaledRes.getScaledHeight(), -90.0D).tex(1.0D, 1.0D).endVertex();
		bufferbuilder.pos((double)scaledRes.getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
		bufferbuilder.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
		tessellator.draw();
		GlStateManager.depthMask(true);
		GlStateManager.enableDepth();
        GlStateManager.enableAlpha();
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	}
	
}

Only that I need to make the texture more transparent. If I make it too transparent, everything turns black. ?? I need a better solution.

How can I make it render below the HUD, so it doesn't cover the hotbar, chat and such?

EDIT: I had to move the event handler out of the class so server won't crash.

Edited by GDavid
Link to comment
Share on other sites

2 hours ago, GDavid said:

If I make it too transparent, everything turns black. ??

You can specify an alpha test function that would cut off pixels that are too transparent.

 

GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);

This is not the blend function the vignette uses but I guess if it works for your texture just fine then you can keep it...

 

2 hours ago, GDavid said:

How can I make it render below the HUD, so it doesn't cover the hotbar, chat and such?

Change the Z level to something big and negative. You can also remove the depth manipulations while you are at it. And change the event to Post instead of Pre. 

 

Also an important note - Pre and Post events fire for each HUD element! That means that you are rendering your overlay multiple times over and over again. You need to check the current element being rendered. In your case it would be ALL.

if (event.getType() == RenderGameOverlayEvent.ElementType.ALL)

 

  • Thanks 1
Link to comment
Share on other sites

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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