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Diffstat (limited to 'src/main/kotlin/events/EntityRenderTintEvent.kt')
-rw-r--r-- | src/main/kotlin/events/EntityRenderTintEvent.kt | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/src/main/kotlin/events/EntityRenderTintEvent.kt b/src/main/kotlin/events/EntityRenderTintEvent.kt new file mode 100644 index 0000000..29b888b --- /dev/null +++ b/src/main/kotlin/events/EntityRenderTintEvent.kt @@ -0,0 +1,66 @@ +package moe.nea.firmament.events + +import net.minecraft.client.render.GameRenderer +import net.minecraft.client.render.OverlayTexture +import net.minecraft.client.render.entity.state.EntityRenderState +import net.minecraft.entity.Entity +import net.minecraft.entity.LivingEntity +import moe.nea.firmament.util.render.TintedOverlayTexture + +/** + * Change the tint color of a [LivingEntity] + */ +class EntityRenderTintEvent( + val entity: Entity, + val renderState: HasTintRenderState +) : FirmamentEvent.Cancellable() { + init { + if (entity !is LivingEntity) { + cancel() + } + } + + companion object : FirmamentEventBus<EntityRenderTintEvent>() { + /** + * Static variable containing an override for [GameRenderer.getOverlayTexture]. Should be only set briefly. + * + * This variable only affects render layers that naturally make use of the overlay texture, have proper overlay UVs set (`overlay u != 0`), and have a shader that makes use of the overlay (does not have the `NO_OVERLAY` flag set in its json definition). + * + * Currently supported layers: [net.minecraft.client.render.entity.equipment.EquipmentRenderer], [net.minecraft.client.render.entity.model.PlayerEntityModel], as well as some others naturally. + * + * @see moe.nea.firmament.mixins.render.entitytints.ReplaceOverlayTexture + * @see TintedOverlayTexture + */ + @JvmField + var overlayOverride: OverlayTexture? = null + } + + @Suppress("PropertyName", "FunctionName") + interface HasTintRenderState { + /** + * Multiplicative tint applied before the overlay. + */ + var tint_firmament: Int + + /** + * Must be set for [tint_firmament] to have any effect. + */ + var hasTintOverride_firmament: Boolean + + // TODO: allow for more specific selection of which layers get tinted + /** + * Specify a [TintedOverlayTexture] to be used. This does not apply to render layers not using the overlay texture. + * @see overlayOverride + */ + var overlayTexture_firmament: TintedOverlayTexture? + fun reset_firmament() + + companion object { + @JvmStatic + fun cast(state: EntityRenderState): HasTintRenderState { + return state as HasTintRenderState + } + } + } + +} |