Block Entity Rendering
Block Entity Rendering
Section titled “Block Entity Rendering”This guide covers advanced block entity rendering techniques beyond basic setup. Block entities (formerly Tile Entities) are special blocks with custom rendering and data storage.
Advanced Block Entity Rendering
Section titled “Advanced Block Entity Rendering”Conditional Rendering
Section titled “Conditional Rendering”Render different appearances based on block entity state:
// Example: Adaptive block entity rendererpublic class AdaptiveBlockEntityRenderer implements BlockEntityRenderer<AdaptiveBlockEntity> { private final AdaptiveModel model; private final Map<String, ResourceLocation> textures = new HashMap<>();
public AdaptiveBlockEntityRenderer(BlockEntityRendererProvider.Context context) { this.model = new AdaptiveModel(context.bakeLayer(AdaptiveModel.LAYER_LOCATION)); loadTextures(); }
@Override public void render(AdaptiveBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
poseStack.pushPose(); poseStack.translate(0.5, 0.5, 0.5);
// Select rendering mode based on state switch (blockEntity.getRenderMode()) { case NORMAL: renderNormalMode(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; case POWERED: renderPoweredMode(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; case DAMAGED: renderDamagedMode(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; case ACTIVE: renderActiveMode(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; }
poseStack.popPose(); }
private void renderActiveMode(AdaptiveBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
// Render base block model.renderBase(poseStack, bufferSource.getBuffer(getRenderType("base")), light, overlay);
// Add pulsing glow effect float pulseIntensity = Mth.sin(blockEntity.getActivationTime() * 0.1f) * 0.3f + 0.7f;
poseStack.pushPose(); poseStack.scale(1.1f + pulseIntensity * 0.1f, 1.1f + pulseIntensity * 0.1f, 1.1f + pulseIntensity * 0.1f);
model.renderGlow(poseStack, bufferSource.getBuffer(getRenderType("glow")), 0xF000F0, overlay, pulseIntensity);
poseStack.popPose();
// Add particle effects renderActiveParticles(blockEntity, partialTick, poseStack, bufferSource); }
private void renderActiveParticles(AdaptiveBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource) {
// Render floating energy particles float time = blockEntity.getActivationTime() + partialTick;
for (int i = 0; i < 8; i++) { float angle = (float) (i * Math.PI * 2.0 / 8.0) + time * 0.02f; float height = Mth.sin(time * 0.1f + i) * 0.3f + 0.5f;
poseStack.pushPose(); poseStack.translate(Mth.cos(angle) * 0.7, height, Mth.sin(angle) * 0.7);
float particlePulse = Mth.sin(time * 0.2f + i) * 0.2f + 0.8f; renderEnergyParticle(poseStack, bufferSource, particlePulse);
poseStack.popPose(); } }}Dynamic Model Generation
Section titled “Dynamic Model Generation”Generate models procedurally based on block entity data:
// Example: Dynamic model generationpublic class DynamicBlockEntityRenderer implements BlockEntityRenderer<DynamicBlockEntity> { private final Map<Integer, BakedModel> cachedModels = new HashMap<>(); private final ModelBaker modelBaker;
public DynamicBlockEntityRenderer(BlockEntityRendererProvider.Context context) { this.modelBaker = context.getModelBaker(); }
@Override public void render(DynamicBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
poseStack.pushPose(); poseStack.translate(0.5, 0.5, 0.5);
// Generate or get cached model BakedModel model = getDynamicModel(blockEntity);
// Render with custom transformation poseStack.mulPose(Axis.YP.rotationDegrees(blockEntity.getRotation())); poseStack.scale(blockEntity.getScale(), blockEntity.getScale(), blockEntity.getScale());
// Extract model geometry and render renderBakedModel(model, poseStack, bufferSource, light, overlay, blockEntity);
poseStack.popPose(); }
private BakedModel getDynamicModel(DynamicBlockEntity blockEntity) { int configurationHash = blockEntity.getConfigurationHash();
return cachedModels.computeIfAbsent(configurationHash, hash -> { return generateDynamicModel(blockEntity); }); }
private BakedModel generateDynamicModel(DynamicBlockEntity blockEntity) { // Create model elements based on block entity configuration List<SimpleBakedModel.Builder> elements = new ArrayList<>();
// Generate core structure elements.add(generateCoreElement(blockEntity.getCoreType()));
// Add decorative elements for (int i = 0; i < blockEntity.getDecorationCount(); i++) { elements.add(generateDecorationElement(blockEntity.getDecoration(i), i)); }
// Add connection elements for (Direction direction : blockEntity.getConnectedDirections()) { elements.add(generateConnectionElement(direction)); }
// Bake the model return modelBaker.bake(elements, ModelRotation.X0_Y0); }
private void renderBakedModel(BakedModel model, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay, DynamicBlockEntity blockEntity) {
Random random = new Random(); long seed = 42L; // Fixed seed for consistent rendering
for (RenderType renderType : model.getRenderTypes(blockEntity, random)) { VertexConsumer consumer = bufferSource.getBuffer(renderType);
// Render model with proper lighting and color model.renderModel(poseStack.last().pose(), consumer, light, overlay, blockEntity.getColor(), blockEntity.getAlpha(), seed, OverlayTexture.NO_OVERLAY); } }}Connected Texture Rendering
Section titled “Connected Texture Rendering”Handle block entities that connect to neighbors:
// Example: Connected texture renderingpublic class ConnectedBlockEntityRenderer implements BlockEntityRenderer<ConnectedBlockEntity> { private final ConnectedModel model; private final ResourceLocation connectionTexture;
public ConnectedBlockEntityRenderer(BlockEntityRendererProvider.Context context) { this.model = new ConnectedModel(context.bakeLayer(ConnectedModel.LAYER_LOCATION)); this.connectionTexture = new ResourceLocation("connectedmod", "block/connections"); }
@Override public void render(ConnectedBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
poseStack.pushPose(); poseStack.translate(0.5, 0.5, 0.5);
// Analyze connections to neighbors ConnectionMap connections = analyzeConnections(blockEntity);
// Render base block model.renderBase(poseStack, bufferSource.getBuffer(RenderType.solid()), light, overlay);
// Render connection faces renderConnections(blockEntity, connections, poseStack, bufferSource, light, overlay);
// Render center connector renderCenterConnector(blockEntity, poseStack, bufferSource, light, overlay);
poseStack.popPose(); }
private ConnectionMap analyzeConnections(ConnectedBlockEntity blockEntity) { ConnectionMap connections = new ConnectionMap(); BlockPos pos = blockEntity.getBlockPos(); Level level = blockEntity.getLevel();
for (Direction direction : Direction.values()) { BlockPos neighborPos = pos.relative(direction); BlockState neighborState = level.getBlockState(neighborPos); BlockEntity neighborEntity = level.getBlockEntity(neighborPos);
if (canConnect(blockEntity, neighborState, neighborEntity, direction)) { connections.setConnection(direction, getConnectionType(blockEntity, neighborEntity, direction)); } }
return connections; }
private void renderConnections(ConnectedBlockEntity blockEntity, ConnectionMap connections, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
for (Direction direction : connections.getConnectedDirections()) { ConnectionType connectionType = connections.getConnection(direction);
poseStack.pushPose();
// Position connection face poseStack.translate(direction.getStepX() * 0.5, direction.getStepY() * 0.5, direction.getStepZ() * 0.5);
// Rotate to face correct direction poseStack.mulPose(getRotationForDirection(direction));
// Render connection based on type switch (connectionType) { case STRAIGHT: model.renderStraightConnection(poseStack, bufferSource.getBuffer(getConnectionRenderType()), light, overlay); break; case CORNER: model.renderCornerConnection(poseStack, bufferSource.getBuffer(getConnectionRenderType()), light, overlay); break; case CROSS: model.renderCrossConnection(poseStack, bufferSource.getBuffer(getConnectionRenderType()), light, overlay); break; }
poseStack.popPose(); } }}Advanced Lighting Techniques
Section titled “Advanced Lighting Techniques”Custom Light Emission
Section titled “Custom Light Emission”Block entities that emit light:
// Example: Light-emitting block entity rendererpublic class LightEmittingBlockEntityRenderer implements BlockEntityRenderer<LightBlockEntity> { private final LightModel model; private final RenderTarget lightRenderTarget; private final ShaderInstance lightShader;
public LightEmittingBlockEntityRenderer(BlockEntityRendererProvider.Context context) { this.model = new LightModel(context.bakeLayer(LightModel.LAYER_LOCATION));
// Setup render target for light bloom effect this.lightRenderTarget = new RenderTarget(256, 256, true, false);
try { this.lightShader = new ShaderInstance( Minecraft.getInstance().getResourceManager(), "light_emission", DefaultVertexFormat.POSITION_COLOR_TEX ); } catch (IOException e) { throw new RuntimeException("Failed to load light shader", e); } }
@Override public void render(LightBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
poseStack.pushPose(); poseStack.translate(0.5, 0.5, 0.5);
// Calculate light intensity based on entity state float lightIntensity = calculateLightIntensity(blockEntity, partialTick);
// Render base model with normal lighting model.renderBase(poseStack, bufferSource.getBuffer(RenderType.solid()), light, overlay);
// Render light effect with additive blending renderLightEffect(blockEntity, lightIntensity, poseStack, bufferSource);
poseStack.popPose(); }
private void renderLightEffect(LightBlockEntity blockEntity, float lightIntensity, PoseStack poseStack, MultiBufferSource bufferSource) {
// Enable additive blending for light effect RenderSystem.enableBlend(); RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE); RenderSystem.disableDepthTest();
// Setup light shader setupLightShader(blockEntity, lightIntensity);
// Render glowing core poseStack.pushPose();
float pulseScale = 1.0f + Mth.sin(blockEntity.getAnimationTime() * 0.1f) * 0.1f; poseStack.scale(pulseScale, pulseScale, pulseScale);
model.renderLightCore(poseStack, bufferSource.getBuffer(getLightRenderType()), 0xF000F0, OverlayTexture.NO_OVERLAY, lightIntensity);
poseStack.popPose();
// Render light rays renderLightRays(blockEntity, lightIntensity, poseStack, bufferSource);
// Restore render state RenderSystem.enableDepthTest(); RenderSystem.disableBlend();
// Clear shader lightShader.clear(); }
private void renderLightRays(LightBlockEntity blockEntity, float lightIntensity, PoseStack poseStack, MultiBufferSource bufferSource) {
float time = blockEntity.getAnimationTime(); VertexConsumer consumer = bufferSource.getBuffer(getLightRenderType()); Matrix4f matrix = poseStack.last().pose();
// Render animated light rays for (int i = 0; i < 12; i++) { float angle = (float) (i * Math.PI * 2.0 / 12.0) + time * 0.01f; float rayLength = 2.0f + Mth.sin(time * 0.1f + i) * 0.5f; float rayOpacity = lightIntensity * (0.3f + Mth.sin(time * 0.05f + i * 0.5f) * 0.2f);
renderLightRay(matrix, consumer, angle, rayLength, rayOpacity); } }}Ambient Occlusion
Section titled “Ambient Occlusion”Custom ambient occlusion for block entities:
// Example: Block entity with custom ambient occlusionpublic class AmbientBlockEntityRenderer implements BlockEntityRenderer<AmbientBlockEntity> { private final AmbientModel model;
@Override public void render(AmbientBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
poseStack.pushPose(); poseStack.translate(0.5, 0.5, 0.5);
// Calculate ambient occlusion based on neighbors float[] aoValues = calculateAmbientOcclusion(blockEntity);
// Render with custom lighting renderWithAmbientOcclusion(blockEntity, aoValues, poseStack, bufferSource, light, overlay);
poseStack.popPose(); }
private float[] calculateAmbientOcclusion(AmbientBlockEntity blockEntity) { BlockPos pos = blockEntity.getBlockPos(); Level level = blockEntity.getLevel(); float[] aoValues = new float[6]; // One for each face
for (Direction direction : Direction.values()) { aoValues[direction.ordinal()] = calculateFaceAO(level, pos, direction); }
return aoValues; }
private float calculateFaceAO(Level level, BlockPos pos, Direction face) { float ao = 0.0f; int count = 0;
// Check surrounding blocks for AO calculation for (Direction neighbor : getNeighborDirections(face)) { BlockPos neighborPos = pos.relative(neighbor); BlockState neighborState = level.getBlockState(neighborPos);
if (!neighborState.isSolidRender(level, neighborPos)) { ao += 1.0f; } count++; }
if (count > 0) { ao /= count; }
return ao; }
private void renderWithAmbientOcclusion(AmbientBlockEntity blockEntity, float[] aoValues, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
// Render each face with calculated AO for (Direction direction : Direction.values()) { if (shouldRenderFace(blockEntity, direction)) { float ao = aoValues[direction.ordinal()]; float modifiedLight = modifyLightForAO(light, ao);
poseStack.pushPose();
// Position and rotate for face poseStack.translate(direction.getStepX() * 0.49, direction.getStepY() * 0.49, direction.getStepZ() * 0.49); poseStack.mulPose(getRotationForFace(direction));
// Render face with AO-modified lighting model.renderFace(poseStack, direction, bufferSource.getBuffer(RenderType.cutout()), modifiedLight, overlay, ao);
poseStack.popPose(); } } }
private float modifyLightForAO(int light, float ao) { // Extract sky and block light int skyLight = (light >> 20) & 0xF; int blockLight = light & 0xF;
// Apply AO to block light more strongly skyLight = (int) (skyLight * (0.8f + ao * 0.2f)); blockLight = (int) (blockLight * (0.6f + ao * 0.4f));
return (skyLight << 20) | blockLight; }}Performance Optimization
Section titled “Performance Optimization”Chunk-based Culling
Section titled “Chunk-based Culling”Optimize rendering based on chunk visibility:
// Example: Chunk-aware block entity rendererpublic class ChunkOptimizedRenderer implements BlockEntityRenderer<ChunkAwareBlockEntity> { private final Set<ChunkPos> visibleChunks = new HashSet<>(); private long lastChunkUpdate = 0;
@Override public void render(ChunkAwareBlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
// Early-out based on chunk visibility if (!isChunkVisible(blockEntity)) { return; }
// Distance-based LOD double distanceSquared = getDistanceToPlayerSquared(blockEntity); int lodLevel = getLODLevel(distanceSquared);
switch (lodLevel) { case 0: // High detail renderHighDetail(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; case 1: // Medium detail renderMediumDetail(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; case 2: // Low detail renderLowDetail(blockEntity, partialTick, poseStack, bufferSource, light, overlay); break; } }
private boolean isChunkVisible(ChunkAwareBlockEntity blockEntity) { ChunkPos chunkPos = new ChunkPos(blockEntity.getBlockPos());
// Update visible chunks periodically long currentTime = System.currentTimeMillis(); if (currentTime - lastChunkUpdate > 100) { // Update every 100ms updateVisibleChunks(); lastChunkUpdate = currentTime; }
return visibleChunks.contains(chunkPos); }
private void updateVisibleChunks() { visibleChunks.clear();
Minecraft minecraft = Minecraft.getInstance(); if (minecraft.player != null && minecraft.level != null) { ChunkPos playerChunk = new ChunkPos(minecraft.player.blockPosition()); int renderDistance = minecraft.options.renderDistance;
// Add all visible chunks for (int x = -renderDistance; x <= renderDistance; x++) { for (int z = -renderDistance; z <= renderDistance; z++) { visibleChunks.add(new ChunkPos(playerChunk.x + x, playerChunk.z + z)); } } } }}Common Issues and Solutions
Section titled “Common Issues and Solutions”Rendering Artifacts
Section titled “Rendering Artifacts”Problem: Block entity flickering or disappearing Solution: Use proper culling and depth handling
// Example: Proper culling setuppublic void renderWithProperCulling(BlockEntity blockEntity, PoseStack poseStack, MultiBufferSource bufferSource, int light, int overlay) {
// Only render if facing player (optimization) Vec3 toPlayer = Minecraft.getInstance().player.getEyePosition() .subtract(Vec3.atCenterOf(blockEntity.getBlockPos())); Direction facing = blockEntity.getBlockState().getValue(BlockStateProperties.FACING);
if (toPlayer.dot(facing.getNormal()) < 0) { return; // Don't render back faces }
// Render with proper depth handling RenderSystem.enableDepthTest(); RenderSystem.depthFunc(GL11.GL_LEQUAL);
// Normal rendering renderBlockEntity(blockEntity, poseStack, bufferSource, light, overlay);}Texture Animation Issues
Section titled “Texture Animation Issues”Problem: Animated textures not updating smoothly Solution: Use proper UV animation
// Example: Smooth texture animationpublic void renderWithAnimatedTexture(BlockEntity blockEntity, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource) {
// Calculate animation frame float animationSpeed = 0.1f; // Frames per second float animationTime = (blockEntity.getTickCount() + partialTick) * animationSpeed; int frameCount = 8; // Number of animation frames int currentFrame = (int) (animationTime % frameCount);
// Calculate UV coordinates for current frame float frameWidth = 1.0f / frameCount; float uOffset = currentFrame * frameWidth;
// Render with animated UVs VertexConsumer consumer = bufferSource.getBuffer(getAnimatedRenderType());
for (Vertex vertex : getBlockEntityVertices()) { consumer.addVertex(poseStack.last().pose(), vertex.x, vertex.y, vertex.z) .setColor(vertex.color) .setUv(vertex.u * frameWidth + uOffset, vertex.v) .setLight(vertex.light) .setNormal(vertex.normal); }}Best Practices
Section titled “Best Practices”- Use conditional rendering based on block entity state
- Implement proper LOD for distant block entities
- Apply custom lighting for special effects
- Use chunk-based culling for performance
- Handle texture animation smoothly with partial ticks
- Implement proper culling to avoid unnecessary rendering
- Cache models for dynamic block entities
Next Steps
Section titled “Next Steps”- Resource Management - Managing GPU resources efficiently
- Performance Optimization - Advanced optimization techniques
- Complete Examples - Full working block entity examples