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authorLinnea Gräf <nea@nea.moe>2024-04-17 16:17:52 +0200
committerLinnea Gräf <nea@nea.moe>2024-04-17 16:17:52 +0200
commitfbe94315a45082bdf50d0a95583725352e3f20ec (patch)
tree7ff4018c9edab6a36dba78b79b8b3c19e86b7ec1
parent749f2571614a8e8cf57080518518b686ee983b8c (diff)
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Add armor retexturing for skyblock items
-rw-r--r--docs/Texture Pack Format.md14
-rw-r--r--src/main/java/moe/nea/firmament/mixins/ArmorTexturePatch.java68
-rw-r--r--src/main/kotlin/moe/nea/firmament/features/texturepack/CustomSkyBlockTextures.kt18
3 files changed, 100 insertions, 0 deletions
diff --git a/docs/Texture Pack Format.md b/docs/Texture Pack Format.md
index 9b5a66e..5e466bf 100644
--- a/docs/Texture Pack Format.md
+++ b/docs/Texture Pack Format.md
@@ -143,3 +143,17 @@ specify one of these other matchers and one color preserving property.
}
```
+## Armor textures
+
+You can re-*texture* armors, but not re-*model* them with firmament.
+
+To do so, simply place the layer 1 and layer 2 armor
+texture files at `assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_1.png` and
+`assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_2.png` respectively.
+
+If you want to re-texture a leather
+armor you can use `assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_1_overlay.png` and
+`assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_2_overlay.png` instead. Doing this will cancel out the
+regular leather colors. If you want the leather colors to be applied, supply the normal non-`_overlay` variant, and
+also supply a blank `_overlay` variant. You can also put non-color-affected parts into the `_overlay` variant.
+
diff --git a/src/main/java/moe/nea/firmament/mixins/ArmorTexturePatch.java b/src/main/java/moe/nea/firmament/mixins/ArmorTexturePatch.java
new file mode 100644
index 0000000..4e6c1cd
--- /dev/null
+++ b/src/main/java/moe/nea/firmament/mixins/ArmorTexturePatch.java
@@ -0,0 +1,68 @@
+/*
+ * SPDX-FileCopyrightText: 2024 Linnea Gräf <nea@nea.moe>
+ *
+ * SPDX-License-Identifier: GPL-3.0-or-later
+ */
+
+package moe.nea.firmament.mixins;
+
+
+import com.llamalad7.mixinextras.injector.v2.WrapWithCondition;
+import com.llamalad7.mixinextras.sugar.Local;
+import moe.nea.firmament.features.texturepack.CustomSkyBlockTextures;
+import net.minecraft.client.render.VertexConsumer;
+import net.minecraft.client.render.VertexConsumerProvider;
+import net.minecraft.client.render.entity.feature.ArmorFeatureRenderer;
+import net.minecraft.client.render.entity.model.BipedEntityModel;
+import net.minecraft.client.util.math.MatrixStack;
+import net.minecraft.entity.EquipmentSlot;
+import net.minecraft.entity.LivingEntity;
+import net.minecraft.item.ArmorItem;
+import net.minecraft.item.ItemStack;
+import net.minecraft.util.Identifier;
+import org.jetbrains.annotations.Nullable;
+import org.spongepowered.asm.mixin.Mixin;
+import org.spongepowered.asm.mixin.Unique;
+import org.spongepowered.asm.mixin.injection.At;
+import org.spongepowered.asm.mixin.injection.Inject;
+import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
+import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
+
+@Mixin(ArmorFeatureRenderer.class)
+public abstract class ArmorTexturePatch<T extends LivingEntity, M extends BipedEntityModel<T>, A extends BipedEntityModel<T>> {
+ @Unique
+ private ItemStack lastRenderedArmorItem;
+
+ @Unique
+ private boolean foundCustomTexture;
+
+ @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"))
+ private boolean preventRenderingLeatherArmorColor(BipedEntityModel instance, MatrixStack matrixStack,
+ VertexConsumer vertexConsumer, int light, int uv,
+ float r, float g, float b, float a,
+ @Local(argsOnly = true) @Nullable String overlay) {
+ if (overlay != null) return true;
+ if (foundCustomTexture) return true;
+ var customOverlayTexture = CustomSkyBlockTextures.INSTANCE.getArmorTexture(this.lastRenderedArmorItem, false, "overlay");
+ return customOverlayTexture == null;
+ }
+
+ @Inject(method = "renderArmor", at = @At(value = "INVOKE", target = "Lnet/minecraft/item/ItemStack;getItem()Lnet/minecraft/item/Item;"))
+ private void onBeforeRenderArmor(MatrixStack matrices, VertexConsumerProvider vertexConsumers,
+ T entity, EquipmentSlot armorSlot, int light, A model, CallbackInfo ci,
+ @Local ItemStack itemStack) {
+ this.lastRenderedArmorItem = itemStack;
+ }
+
+ @Inject(method = "getArmorTexture", at = @At("HEAD"), cancellable = true)
+ private void onGetTexture(ArmorItem item, boolean secondLayer, String overlay, CallbackInfoReturnable<Identifier> cir) {
+ if (this.lastRenderedArmorItem == null) return;
+ var armorTexture = CustomSkyBlockTextures.INSTANCE.getArmorTexture(this.lastRenderedArmorItem, secondLayer, overlay);
+ if (armorTexture != null) {
+ cir.setReturnValue(armorTexture);
+ this.foundCustomTexture = true;
+ } else {
+ this.foundCustomTexture = false;
+ }
+ }
+}
diff --git a/src/main/kotlin/moe/nea/firmament/features/texturepack/CustomSkyBlockTextures.kt b/src/main/kotlin/moe/nea/firmament/features/texturepack/CustomSkyBlockTextures.kt
index 66c0036..3fb5e9c 100644
--- a/src/main/kotlin/moe/nea/firmament/features/texturepack/CustomSkyBlockTextures.kt
+++ b/src/main/kotlin/moe/nea/firmament/features/texturepack/CustomSkyBlockTextures.kt
@@ -14,6 +14,7 @@ import net.minecraft.block.SkullBlock
import net.minecraft.client.MinecraftClient
import net.minecraft.client.render.RenderLayer
import net.minecraft.client.util.ModelIdentifier
+import net.minecraft.item.ItemStack
import net.minecraft.util.Identifier
import moe.nea.firmament.events.CustomItemModelEvent
import moe.nea.firmament.events.TickEvent
@@ -70,6 +71,23 @@ object CustomSkyBlockTextures : FirmamentFeature {
return Identifier("firmskyblock", "textures/placedskull/$id.png")
}
+ fun getArmorTexture(
+ itemStack: ItemStack, secondLayer: Boolean,
+ overlay: String?
+ ): Identifier? {
+ val modelIdentifier = CustomItemModelEvent.getModelIdentifier(itemStack) ?: return null
+ // Vanilla scheme: "textures/models/armor/" + var10000 + "_layer_" + (secondLayer ? 2 : 1) + (overlay == null ? "" : "_" + overlay) + ".png";
+ val overlayPart = if (overlay != null) "_$overlay" else ""
+ val identifier = Identifier(
+ modelIdentifier.namespace,
+ "textures/models/armor/${modelIdentifier.path}_layer_${if (secondLayer) 2 else 1}$overlayPart.png"
+ )
+ if (MC.resourceManager.getResource(identifier).isPresent) {
+ return identifier
+ }
+ return null
+ }
+
fun modifySkullTexture(
type: SkullBlock.SkullType?,
profile: GameProfile?,