Add armor retexturing for skyblock items
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@@ -143,3 +143,17 @@ specify one of these other matchers and one color preserving property.
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}
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}
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```
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```
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## Armor textures
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You can re-*texture* armors, but not re-*model* them with firmament.
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To do so, simply place the layer 1 and layer 2 armor
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texture files at `assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_1.png` and
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`assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_2.png` respectively.
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If you want to re-texture a leather
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armor you can use `assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_1_overlay.png` and
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`assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_2_overlay.png` instead. Doing this will cancel out the
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regular leather colors. If you want the leather colors to be applied, supply the normal non-`_overlay` variant, and
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also supply a blank `_overlay` variant. You can also put non-color-affected parts into the `_overlay` variant.
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@@ -0,0 +1,68 @@
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/*
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* SPDX-FileCopyrightText: 2024 Linnea Gräf <nea@nea.moe>
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*
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* SPDX-License-Identifier: GPL-3.0-or-later
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*/
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package moe.nea.firmament.mixins;
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import com.llamalad7.mixinextras.injector.v2.WrapWithCondition;
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import com.llamalad7.mixinextras.sugar.Local;
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import moe.nea.firmament.features.texturepack.CustomSkyBlockTextures;
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import net.minecraft.client.render.VertexConsumer;
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import net.minecraft.client.render.VertexConsumerProvider;
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import net.minecraft.client.render.entity.feature.ArmorFeatureRenderer;
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import net.minecraft.client.render.entity.model.BipedEntityModel;
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import net.minecraft.client.util.math.MatrixStack;
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import net.minecraft.entity.EquipmentSlot;
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import net.minecraft.entity.LivingEntity;
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import net.minecraft.item.ArmorItem;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.Identifier;
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import org.jetbrains.annotations.Nullable;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Unique;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
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@Mixin(ArmorFeatureRenderer.class)
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public abstract class ArmorTexturePatch<T extends LivingEntity, M extends BipedEntityModel<T>, A extends BipedEntityModel<T>> {
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@Unique
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private ItemStack lastRenderedArmorItem;
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@Unique
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private boolean foundCustomTexture;
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@WrapWithCondition(method = "renderArmorParts", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/render/entity/model/BipedEntityModel;render(Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;IIFFFF)V"))
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private boolean preventRenderingLeatherArmorColor(BipedEntityModel instance, MatrixStack matrixStack,
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VertexConsumer vertexConsumer, int light, int uv,
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float r, float g, float b, float a,
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@Local(argsOnly = true) @Nullable String overlay) {
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if (overlay != null) return true;
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if (foundCustomTexture) return true;
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var customOverlayTexture = CustomSkyBlockTextures.INSTANCE.getArmorTexture(this.lastRenderedArmorItem, false, "overlay");
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return customOverlayTexture == null;
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}
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@Inject(method = "renderArmor", at = @At(value = "INVOKE", target = "Lnet/minecraft/item/ItemStack;getItem()Lnet/minecraft/item/Item;"))
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private void onBeforeRenderArmor(MatrixStack matrices, VertexConsumerProvider vertexConsumers,
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T entity, EquipmentSlot armorSlot, int light, A model, CallbackInfo ci,
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@Local ItemStack itemStack) {
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this.lastRenderedArmorItem = itemStack;
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}
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@Inject(method = "getArmorTexture", at = @At("HEAD"), cancellable = true)
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private void onGetTexture(ArmorItem item, boolean secondLayer, String overlay, CallbackInfoReturnable<Identifier> cir) {
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if (this.lastRenderedArmorItem == null) return;
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var armorTexture = CustomSkyBlockTextures.INSTANCE.getArmorTexture(this.lastRenderedArmorItem, secondLayer, overlay);
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if (armorTexture != null) {
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cir.setReturnValue(armorTexture);
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this.foundCustomTexture = true;
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} else {
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this.foundCustomTexture = false;
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}
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}
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}
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@@ -14,6 +14,7 @@ import net.minecraft.block.SkullBlock
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import net.minecraft.client.MinecraftClient
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import net.minecraft.client.MinecraftClient
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.render.RenderLayer
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import net.minecraft.client.util.ModelIdentifier
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import net.minecraft.client.util.ModelIdentifier
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import net.minecraft.item.ItemStack
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import net.minecraft.util.Identifier
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import net.minecraft.util.Identifier
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import moe.nea.firmament.events.CustomItemModelEvent
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import moe.nea.firmament.events.CustomItemModelEvent
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import moe.nea.firmament.events.TickEvent
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import moe.nea.firmament.events.TickEvent
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@@ -70,6 +71,23 @@ object CustomSkyBlockTextures : FirmamentFeature {
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return Identifier("firmskyblock", "textures/placedskull/$id.png")
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return Identifier("firmskyblock", "textures/placedskull/$id.png")
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}
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}
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fun getArmorTexture(
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itemStack: ItemStack, secondLayer: Boolean,
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overlay: String?
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): Identifier? {
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val modelIdentifier = CustomItemModelEvent.getModelIdentifier(itemStack) ?: return null
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// Vanilla scheme: "textures/models/armor/" + var10000 + "_layer_" + (secondLayer ? 2 : 1) + (overlay == null ? "" : "_" + overlay) + ".png";
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val overlayPart = if (overlay != null) "_$overlay" else ""
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val identifier = Identifier(
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modelIdentifier.namespace,
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"textures/models/armor/${modelIdentifier.path}_layer_${if (secondLayer) 2 else 1}$overlayPart.png"
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)
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if (MC.resourceManager.getResource(identifier).isPresent) {
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return identifier
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}
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return null
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}
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fun modifySkullTexture(
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fun modifySkullTexture(
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type: SkullBlock.SkullType?,
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type: SkullBlock.SkullType?,
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profile: GameProfile?,
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profile: GameProfile?,
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