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Getting Potion Texture from ItemStack


Big_Bad_E

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I am trying to get the texture of a Potion (with the colored liquid) from the ItemStack.

I cannot find where the texture for the ItemStack is located, if it is in the ItemStack object I cannot find a method to find it.

Also I do need to check if the item is a potion, and the Potion class does not extend Item, I can't find the Item class for potions.

The Potion item seems to load a potion texture, and color it in with a color specified in the Potion object.

 

So my question is: Where is the texture for an ItemStack located/what method can I call to get it (Do I need reflection)? How do I check if an ItemStack is a potion?

 

Since this is being drawn to a GUI if there is a method to bind the ItemStack's texture that would also be a great solution.

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Look at

- ItemRenderer#getItemModelWithOverrides

- ForgeHooksClient#handleCameraTransforms

- RenderItem#renderItem

- IBakedModel#getQuads

- BakedQuad#getSprite

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Ok I figured out how to get the item model:

IBakedModel model = mc.getRenderItem().getItemModelMesher().getItemModel(item);

and I render it like this:

IBakedModel model = mc.getRenderItem().getItemModelMesher().getItemModel(item);
                mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
                mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).setBlurMipmap(false, false);
                boolean flag = model.isGui3d();
                if (!flag) {
                    GlStateManager.scale(2.0F, 2.0F, 2.0F);
                }
                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
                GlStateManager.enableRescaleNormal();
                GlStateManager.alphaFunc(516, 0.1F);
                GlStateManager.enableBlend();
                GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
                GlStateManager.pushMatrix();
                // TODO: check if negative scale is a thing
                model = net.minecraftforge.client.ForgeHooksClient.handleCameraTransforms(model, ItemCameraTransforms.TransformType.GUI);

                mc.getRenderItem().renderItem(item, model);
                GlStateManager.cullFace(1029);
                GlStateManager.popMatrix();
                GlStateManager.disableRescaleNormal();
                GlStateManager.disableBlend();
                mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
                mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).restoreLastBlurMipmap();
                GlStateManager.popMatrix();

I am checking if it is a potion by getting the unlocalized name and checking if it contains potion.

 

Thanks for pointing out the ItemRenderer class.

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  • 2 weeks later...
On 3/24/2019 at 12:12 PM, Big_Bad_E said:

Okay, I have updated that, but why does OpenGL not find a matrix, event though I pushed a matrix?

This is an example of how not to ask for help with an error. You haven’t provided any context at all. We need

- your updated code

- the actual error

 

I would guess that you’re forgetting to push or pop a matrix somewhere

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Oops, forgot to update my code.

 

The code:

public void draw(Minecraft mc) {
        InventoryPlayer inventory = mc.thePlayer.inventory;
        for (ItemStack item : inventory.mainInventory) {
            if(item == null) continue;
            if (item.getItem().getUnlocalizedName().contains("potion")) {
                IBakedModel model = mc.getRenderItem().getItemModelMesher().getItemModel(item);
                mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
                mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).setBlurMipmap(false, false);
                boolean flag = model.isGui3d();
                if (!flag) {
                    GlStateManager.scale(2.0F, 2.0F, 2.0F);
                }
                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
                GlStateManager.enableRescaleNormal();
                GlStateManager.alphaFunc(516, 0.1F);
                GlStateManager.enableBlend();
                GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
                GlStateManager.pushMatrix();
                model = net.minecraftforge.client.ForgeHooksClient.handleCameraTransforms(model, ItemCameraTransforms.TransformType.GUI);
                mc.getRenderItem().renderItem(item, model);
                GlStateManager.cullFace(1029);
                GlStateManager.disableRescaleNormal();
                GlStateManager.disableBlend();
                mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
                mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).restoreLastBlurMipmap();
                GlStateManager.popMatrix();
                drawCenteredString(mc.fontRendererObj, "test", (int) (mc.displayWidth*position.x), (int) (mc.displayHeight*position.y), Integer.parseInt("FFAA00", 16));
            }
        }
    }

Currently, nothing is drawn to the screen except the word "Test" with no color.

No errors are in console and for some reason the Player inventory is 2x bigger (The armor bar and a bit of the paler are the only things on screen).

 

Another attempt:

This code replaces mc.getRenderItem().renderItem(item, model):

Tessellator tessellator = Tessellator.getInstance();
                WorldRenderer worldrenderer = tessellator.getWorldRenderer();
                worldrenderer.begin(7, DefaultVertexFormats.ITEM);

                for (EnumFacing enumfacing : EnumFacing.values())
                {
                    this.renderQuads(worldrenderer, model.getFaceQuads(enumfacing), -1, item);
                }

                this.renderQuads(worldrenderer, model.getGeneralQuads(), -1, item);
                tessellator.draw();

Test is drawn in orange, but no item is drawn. Player inventory is normal scale again.

 

(Also, no GlErrors from GL11.glGetErrors())

Edited by Big_Bad_E
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10 minutes ago, Big_Bad_E said:

GlStateManager.pushMatrix();

 

11 minutes ago, Big_Bad_E said:

GlStateManager.popMatrix();

 

11 minutes ago, Big_Bad_E said:

GlStateManager.popMatrix();

1 push and 2 pops?

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The way I would do this is get it to work calling vanilla methods, then copy the stuff from inside the methods and remove the stuff you don’t want until you’re happy. 

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Just now, Cadiboo said:

The way I would do this is get it to work calling vanilla methods, then copy the stuff from inside the methods and remove the stuff you don’t want until you’re happy. 

That is what I am doing, most the code is from the ItemRenderer class. The rest is from the renderItem() method.

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I can see that, what I was saying is that if you break something, just go back up a method until it works again

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