Introduce abstract superclass for LayerFrost and LayerStone, and fix some weirdness in the process

This commit is contained in:
Electroblob77
2020-06-04 15:35:50 +01:00
parent a8f1ac38fa
commit aa84b2b8cd
4 changed files with 307 additions and 245 deletions
@@ -689,8 +689,8 @@ public class ClientProxy extends CommonProxy {
@Override
public void initialiseLayers(){
LayerStone.initialiseLayers();
LayerFrost.initialiseLayers();
LayerTiledOverlay.initialiseLayers(LayerStone::new);
LayerTiledOverlay.initialiseLayers(LayerFrost::new);
}
@Override
@@ -14,7 +14,6 @@ import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderLivingBase;
import net.minecraft.client.renderer.entity.RenderPlayer;
import net.minecraft.client.renderer.entity.layers.LayerRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.ResourceLocation;
@@ -23,154 +22,39 @@ import net.minecraft.util.math.MathHelper;
import org.lwjgl.opengl.GL11;
/**
* Layer used to render the frost texture on a creature with the frostbite effect. Handles dynamic tiling of the texture.
*
* Layer used to render the frost texture on creatures with the frostbite effect.
*
* @author Electroblob
* @since Wizardry 1.2
*/
public class LayerFrost implements LayerRenderer<EntityLivingBase> {
public class LayerFrost extends LayerTiledOverlay<EntityLivingBase> {
protected ModelBase model;
private final RenderLivingBase<?> renderer;
private static final ResourceLocation texture = new ResourceLocation(Wizardry.MODID, "textures/entity/frost_overlay.png");
public static void initialiseLayers(){
for(Render<? extends Entity> renderer : Minecraft.getMinecraft().getRenderManager().entityRenderMap.values()){
// Because the zombie classes are now split properly, their renderers play nicely like everything else.
if(renderer instanceof RenderLivingBase){
// Adds a frost layer to all the living entity renderers in the game. Whether it is actually rendered
// is decided in doRenderLayer below on a per-entity basis.
((RenderLivingBase<?>)renderer).addLayer(new LayerFrost((RenderLivingBase<?>)renderer));
}
}
for(RenderPlayer renderer : Minecraft.getMinecraft().getRenderManager().getSkinMap().values()){
renderer.addLayer(new LayerFrost(renderer));
}
}
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/entity/frost_overlay.png");
public LayerFrost(RenderLivingBase<?> renderer){
this.renderer = renderer;
this.model = renderer.getMainModel();
super(renderer);
}
@Override
public boolean shouldRender(EntityLivingBase entity, float partialTicks){
return entity.isPotionActive(WizardryPotions.frost) || entity.getEntityData().getBoolean(BlockStatue.FROZEN_NBT_KEY);
}
@Override
public ResourceLocation getTexture(EntityLivingBase entity, float partialTicks){
return TEXTURE;
}
@Override
public void doRenderLayer(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
if(entity.isPotionActive(WizardryPotions.frost) || entity.getEntityData().getBoolean(BlockStatue.FROZEN_NBT_KEY)){
GlStateManager.enableBlend();
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.enableLighting();
int i = this.getBlockBrightnessForEntity(entity, partialTicks);
super.doRenderLayer(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw, headPitch, scale);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
// Frost texture
GlStateManager.enableBlend();
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
this.renderer.bindTexture(texture);
this.renderEntityModel(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw,
headPitch, scale);
GlStateManager.disableBlend();
}
GlStateManager.disableBlend();
}
private int getBlockBrightnessForEntity(Entity entity, float partialTicks){
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos(MathHelper.floor(entity.posX), 0,
MathHelper.floor(entity.posZ));
if(entity.world.isBlockLoaded(pos)){
pos.setY(MathHelper.floor(entity.posY + (double)entity.getEyeHeight()));
return entity.world.getCombinedLight(pos, 0);
}else{
return 0;
}
}
private void renderEntityModel(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
GlStateManager.pushMatrix();
// Enables tiling (Also used for guardian beam, beacon beam and ender crystal beam)
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GlStateManager.depthMask(true); // Some entities set depth mask to false (i.e. no sorting of faces by depth)
// In particular, LayerSpiderEyes sets it to false when the spider is invisible, for some reason.
// Changes the scale at which the texture is applied to the model. See LayerCreeper for a similar example,
// but with translation instead of scaling.
// NOTE: You can do all sorts of fun stuff with this, just by applying transformations in the 2D texture space.
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
double scaleX = 1, scaleY = 1;
// It's more logical to use the model's texture size, but some classes don't bother setting it properly
// (e.g. ModelVillager), so to get the correct dimensions I'm getting them from the first box instead.
if(model.boxList != null && model.boxList.size() >= 1 && model.boxList.get(0) != null){
scaleX = (double)model.boxList.get(0).textureWidth / 16d;
scaleY = (double)model.boxList.get(0).textureHeight / 16d;
}else{ // Fallback to model fields; should never be needed
scaleX = (double)model.textureWidth / 16d;
scaleY = (double)model.textureHeight / 16d;
}
GlStateManager.scale(scaleX, scaleY, 1);
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
boolean headWearHidden = false;
boolean bodyWearHidden = false;
boolean leftArmWearHidden = false;
boolean rightArmWearHidden = false;
boolean leftLegWearHidden = false;
boolean rightLegWearHidden = false;
// Hides the hat layer for bipeds
if(this.model instanceof ModelBiped){
headWearHidden = ((ModelBiped)this.model).bipedHeadwear.isHidden;
((ModelBiped)this.model).bipedHeadwear.isHidden = true;
}
if(this.model instanceof ModelPlayer){
bodyWearHidden = ((ModelPlayer)this.model).bipedBodyWear.isHidden;
leftArmWearHidden = ((ModelPlayer)this.model).bipedLeftArmwear.isHidden;
rightArmWearHidden = ((ModelPlayer)this.model).bipedRightArmwear.isHidden;
leftLegWearHidden = ((ModelPlayer)this.model).bipedLeftLegwear.isHidden;
rightLegWearHidden = ((ModelPlayer)this.model).bipedRightLegwear.isHidden;
((ModelPlayer)this.model).bipedBodyWear.isHidden = true;
((ModelPlayer)this.model).bipedLeftArmwear.isHidden = true;
((ModelPlayer)this.model).bipedRightArmwear.isHidden = true;
((ModelPlayer)this.model).bipedLeftLegwear.isHidden = true;
((ModelPlayer)this.model).bipedRightLegwear.isHidden = true;
}
this.model.setLivingAnimations(entity, limbSwing, limbSwingAmount, partialTicks);
this.model.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = headWearHidden;
if(this.model instanceof ModelPlayer){
((ModelPlayer)this.model).bipedBodyWear.isHidden = bodyWearHidden;
((ModelPlayer)this.model).bipedLeftArmwear.isHidden = leftArmWearHidden;
((ModelPlayer)this.model).bipedRightArmwear.isHidden = rightArmWearHidden;
((ModelPlayer)this.model).bipedLeftLegwear.isHidden = leftLegWearHidden;
((ModelPlayer)this.model).bipedRightLegwear.isHidden = rightLegWearHidden;
}
// Undoes the texture scaling
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.popMatrix();
}
@Override
public boolean shouldCombineTextures(){
return false;
}
}
@@ -2,16 +2,13 @@ package electroblob.wizardry.client.renderer;
import electroblob.wizardry.block.BlockStatue;
import electroblob.wizardry.client.ClientProxy;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.GlStateManager.DestFactor;
import net.minecraft.client.renderer.GlStateManager.SourceFactor;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderLivingBase;
import net.minecraft.client.renderer.entity.layers.LayerRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.ResourceLocation;
@@ -20,35 +17,30 @@ import net.minecraft.util.math.MathHelper;
import org.lwjgl.opengl.GL11;
/**
* Layer used to render the stone texture on a petrified creature. Handles dynamic tiling of the stone texture.
* Layer used to render the stone texture on a petrified creature.
*
* @author Electroblob
* @since Wizardry 1.2
*/
public class LayerStone implements LayerRenderer<EntityLivingBase> {
public class LayerStone extends LayerTiledOverlay<EntityLivingBase> {
protected ModelBase model;
private final RenderLivingBase<?> renderer;
private static final ResourceLocation texture = new ResourceLocation("textures/blocks/stone.png");
public static void initialiseLayers(){
for(Render<? extends Entity> renderer : Minecraft.getMinecraft().getRenderManager().entityRenderMap.values()){
// Because the zombie classes are now split properly, their renderers play nicely like everything else.
if(renderer instanceof RenderLivingBase){
// Adds a stone layer to all the living entity renderers in the game. Whether it is actually rendered
// is decided in doRenderLayer below on a per-entity basis.
((RenderLivingBase<?>)renderer).addLayer(new LayerStone((RenderLivingBase<?>)renderer));
}
}
}
private static final ResourceLocation TEXTURE = new ResourceLocation("textures/blocks/stone.png");
public LayerStone(RenderLivingBase<?> renderer){
this.renderer = renderer;
this.model = renderer.getMainModel();
super(renderer);
}
@Override
public boolean shouldRender(EntityLivingBase entity, float partialTicks){
return entity.getEntityData().getBoolean(BlockStatue.PETRIFIED_NBT_KEY);
}
@Override
public ResourceLocation getTexture(EntityLivingBase entity, float partialTicks){
ResourceLocation breakingTexture = ClientProxy.renderStatue.getBlockBreakingTexture();
return breakingTexture == null ? TEXTURE : breakingTexture;
}
// FIXME: Does not work with zombie pigmen, I have no idea why.
// I believe the issue is with the TESR actually, since LayerFrost works fine
@@ -56,96 +48,19 @@ public class LayerStone implements LayerRenderer<EntityLivingBase> {
public void doRenderLayer(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
if(entity.getEntityData().getBoolean(BlockStatue.PETRIFIED_NBT_KEY)){
// N.B. It's one or the other because this effectively gets called twice via RenderStatue
if(ClientProxy.renderStatue.getBlockBreakingTexture() != null){
GlStateManager.enableLighting();
int i = this.getBlockBrightnessForEntity(entity, partialTicks);
GlStateManager.enableBlend();
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
super.doRenderLayer(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw, headPitch, scale);
ResourceLocation breakingTexture = ClientProxy.renderStatue.getBlockBreakingTexture();
GlStateManager.disableBlend();
if(breakingTexture != null){
// Block breaking animation
// TODO: Spider eyes and enderman eyes (any others?) show through the stone when the block is being
// broken...
GlStateManager.enableBlend();
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
this.renderer.bindTexture(breakingTexture);
this.renderEntityModel(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw,
headPitch, scale);
GlStateManager.disableBlend();
}else{
// Stone texture
this.renderer.bindTexture(texture);
this.renderEntityModel(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw,
headPitch, scale);
}
}
}
private int getBlockBrightnessForEntity(Entity entity, float partialTicks){
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos(MathHelper.floor(entity.posX), 0,
MathHelper.floor(entity.posZ));
if(entity.world.isBlockLoaded(pos)){
pos.setY(MathHelper.floor(entity.posY + (double)entity.getEyeHeight()));
return entity.world.getCombinedLight(pos, 0);
}else{
return 0;
super.doRenderLayer(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw, headPitch, scale);
}
}
private void renderEntityModel(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
GlStateManager.pushMatrix();
// Enables tiling (Also used for guardian beam, beacon beam and ender crystal beam)
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GlStateManager.depthMask(true); // Some entities set depth mask to false (i.e. no sorting of faces by depth)
// In particular, LayerSpiderEyes sets it to false when the spider is invisible, for some reason.
// Changes the scale at which the texture is applied to the model. See LayerCreeper for a similar example,
// but with translation instead of scaling.
// NOTE: You can do all sorts of fun stuff with this, just by applying transformations in the 2D texture space.
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
double scaleX = 1, scaleY = 1;
// It's more logical to use the model's texture size, but some classes don't bother setting it properly
// (e.g. ModelVillager), so to get the correct dimensions I'm getting them from the first box instead.
if(model.boxList != null && model.boxList.get(0) != null){
scaleX = (double)model.boxList.get(0).textureWidth / 16d;
scaleY = (double)model.boxList.get(0).textureHeight / 16d;
}else{ // Fallback to model fields; should never be needed
scaleX = (double)model.textureWidth / 16d;
scaleY = (double)model.textureHeight / 16d;
}
GlStateManager.scale(scaleX, scaleY, 1);
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
// Hides the hat layer for bipeds
if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = true;
this.model.setLivingAnimations(entity, limbSwing, limbSwingAmount, partialTicks);
this.model.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
if(this.model instanceof ModelBiped) ((ModelBiped)this.model).bipedHeadwear.isHidden = false;
// Undoes the texture scaling
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.popMatrix();
}
@Override
public boolean shouldCombineTextures(){
return false;
}
}
@@ -0,0 +1,263 @@
package electroblob.wizardry.client.renderer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelPlayer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderLivingBase;
import net.minecraft.client.renderer.entity.RenderPlayer;
import net.minecraft.client.renderer.entity.layers.LayerRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import org.lwjgl.opengl.GL11;
import java.util.function.Function;
/**
* Base class for layers that overlay a tiled texture onto the entity model. Handles dynamic tiling of the texture,
* scaling to preserve in-world pixel size (1/16 of a block), and the necessary GL state changes.
*
* @author Electroblob
* @since Wizardry 4.3
*/
public abstract class LayerTiledOverlay<T extends EntityLivingBase> implements LayerRenderer<T> {
private final RenderLivingBase<?> renderer;
public LayerTiledOverlay(RenderLivingBase<?> renderer){
this.renderer = renderer;
}
/**
* Returns true if this layer should be rendered for the given entity, false if not.
* @param entity The entity being rendered
* @param partialTicks The current partial tick time
* @return True if this layer should be rendered, false if not.
*/
public abstract boolean shouldRender(T entity, float partialTicks);
/**
* Returns the texture to use for the overlay.
* @param entity The entity being rendered
* @param partialTicks The current partial tick time
* @return A {@link ResourceLocation} specifying the texture to use.
*/
public abstract ResourceLocation getTexture(T entity, float partialTicks);
/**
* Returns the model to use for the overlay. Defaults to the renderer's main model.
* @param entity The entity being rendered
* @param partialTicks The current partial tick time
* @return The model to use. Swapping different models in dynamically is fine, but don't create new ones each time.
*/
public ModelBase getModel(T entity, float partialTicks){
return renderer.getMainModel();
}
/**
* Returns the width of the texture to use for the overlay. Defaults to 16.
* @param entity The entity being rendered
* @param partialTicks The current partial tick time
* @return The width of the texture in pixels.
*/
public int getTextureWidth(T entity, float partialTicks){
return 16;
}
/**
* Returns the height of the texture to use for the overlay. Defaults to 16.
* @param entity The entity being rendered
* @param partialTicks The current partial tick time
* @return The height of the texture in pixels.
*/
public int getTextureHeight(T entity, float partialTicks){
return 16;
}
/**
* Returns whether to render the second layer of mob/player skins (which is not an <i>actual</i> render layer, but
* part of the model) as part of this layer. Defaults to false.
* @param entity The entity being rendered
* @param partialTicks The current partial tick time
* @return True to render any non-hidden second layer boxes, false to always hide them from this layer.
*/
public boolean renderSecondLayer(T entity, float partialTicks){
return false; // Normally it looks kind of weird because second layers typically have holes in them
}
@Override
public void doRenderLayer(T entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
if(shouldRender(entity, partialTicks)){
GlStateManager.enableLighting();
// TODO: Why is this here? Why don't other layers have it? What does RenderLivingBase do about brightness?
// And why was there a partialTicks parameter?
int i = getBlockBrightnessForEntity(entity);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
this.renderer.bindTexture(getTexture(entity, partialTicks));
this.renderEntityModel(entity, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw,
headPitch, scale);
}
}
@Override
public boolean shouldCombineTextures(){
return false;
}
protected static int getBlockBrightnessForEntity(Entity entity){
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos(MathHelper.floor(entity.posX), 0,
MathHelper.floor(entity.posZ));
if(entity.world.isBlockLoaded(pos)){
pos.setY(MathHelper.floor(entity.posY + (double)entity.getEyeHeight()));
return entity.world.getCombinedLight(pos, 0);
}else{
return 0;
}
}
private void renderEntityModel(T entity, float limbSwing, float limbSwingAmount, float partialTicks,
float ageInTicks, float netHeadYaw, float headPitch, float scale){
GlStateManager.pushMatrix();
// Enables texture tiling (Also used for guardian beam, beacon beam and ender crystal beam, amongst others)
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GlStateManager.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GlStateManager.depthMask(true); // Some entities set depth mask to false (i.e. no sorting of faces by depth)
// In particular, LayerSpiderEyes sets it to false when the spider is invisible, for some reason.
// Changes the scale at which the texture is applied to the model. See LayerCreeper for a similar example,
// but with translation instead of scaling.
// You can do all sorts of fun stuff with this, just by applying transformations in the 2D texture space.
GlStateManager.matrixMode(GL11.GL_TEXTURE); // Switch to the 2D texture space
GlStateManager.loadIdentity();
ModelBase model = getModel(entity, partialTicks);
int width = getTextureWidth(entity, partialTicks);
int height = getTextureHeight(entity, partialTicks);
// Calculate the scaling required in each direction
double scaleX = 1, scaleY = 1;
// It's more logical to use the model's texture size, but some classes don't bother setting it properly
// (e.g. ModelVillager), so to get the correct dimensions I'm getting them from the first box instead.
if(model.boxList != null && model.boxList.get(0) != null){
scaleX = (double)model.boxList.get(0).textureWidth / width;
scaleY = (double)model.boxList.get(0).textureHeight / height;
}else{ // Fallback to model fields; should never be needed
scaleX = (double)model.textureWidth / width;
scaleY = (double)model.textureHeight / height;
}
GlStateManager.scale(scaleX, scaleY, 1);
GlStateManager.matrixMode(GL11.GL_MODELVIEW); // Switch back to the 3D model space
boolean headWearHidden = false;
boolean bodyWearHidden = false;
boolean leftArmWearHidden = false;
boolean rightArmWearHidden = false;
boolean leftLegWearHidden = false;
boolean rightLegWearHidden = false;
if(!renderSecondLayer(entity, partialTicks)){
// Hide the hat layer for bipeds, and all the other body part overlays for players
if(model instanceof ModelBiped){
headWearHidden = ((ModelBiped)model).bipedHeadwear.isHidden;
((ModelBiped)model).bipedHeadwear.isHidden = true;
}
if(model instanceof ModelPlayer){
bodyWearHidden = ((ModelPlayer)model).bipedBodyWear.isHidden;
leftArmWearHidden = ((ModelPlayer)model).bipedLeftArmwear.isHidden;
rightArmWearHidden = ((ModelPlayer)model).bipedRightArmwear.isHidden;
leftLegWearHidden = ((ModelPlayer)model).bipedLeftLegwear.isHidden;
rightLegWearHidden = ((ModelPlayer)model).bipedRightLegwear.isHidden;
((ModelPlayer)model).bipedBodyWear.isHidden = true;
((ModelPlayer)model).bipedLeftArmwear.isHidden = true;
((ModelPlayer)model).bipedRightArmwear.isHidden = true;
((ModelPlayer)model).bipedLeftLegwear.isHidden = true;
((ModelPlayer)model).bipedRightLegwear.isHidden = true;
}
}
// Actually render the model
model.setLivingAnimations(entity, limbSwing, limbSwingAmount, partialTicks);
model.render(entity, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
if(!renderSecondLayer(entity, partialTicks)){
// Reset the hidden status of everything to how it was before
if(model instanceof ModelBiped){
((ModelBiped)model).bipedHeadwear.isHidden = headWearHidden;
}
if(model instanceof ModelPlayer){
((ModelPlayer)model).bipedBodyWear.isHidden = bodyWearHidden;
((ModelPlayer)model).bipedLeftArmwear.isHidden = leftArmWearHidden;
((ModelPlayer)model).bipedRightArmwear.isHidden = rightArmWearHidden;
((ModelPlayer)model).bipedLeftLegwear.isHidden = leftLegWearHidden;
((ModelPlayer)model).bipedRightLegwear.isHidden = rightLegWearHidden;
}
}
// Undo the texture scaling
GlStateManager.matrixMode(GL11.GL_TEXTURE);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.popMatrix();
}
/**
* Helper method to initialise a layer renderer for all applicable renderers. This method will work for any layer
* renderer, not just instances of {@code LayerTiledOverlay} (it is stored here purely for convenience).
* @param entityType The class of entity to initialise this layer renderer for (including subclasses)
* @param layerFactory A function that creates a layer for a given renderer, usually a constructor reference
* @param <T> The type of entity this layer renderer is applicable for
*/
@SuppressWarnings("unchecked")
public static <T extends EntityLivingBase> void initialiseLayers(Class<T> entityType, Function<RenderLivingBase<T>, LayerRenderer<T>> layerFactory){
for(Class<? extends Entity> c : Minecraft.getMinecraft().getRenderManager().entityRenderMap.keySet()){
if(entityType.isAssignableFrom(c)){
Render<T> renderer = Minecraft.getMinecraft().getRenderManager().getEntityClassRenderObject(c);
if(renderer instanceof RenderLivingBase){ // Should always be true
// For some reason IntelliJ is quite happy with this cast, even without suppress warnings
((RenderLivingBase<T>)renderer).addLayer(layerFactory.apply((RenderLivingBase<T>)renderer));
}
}
}
// Players have a separate renderer map
if(entityType.isAssignableFrom(EntityPlayer.class)){
for(RenderPlayer renderer : Minecraft.getMinecraft().getRenderManager().getSkinMap().values()){
renderer.addLayer(layerFactory.apply((RenderLivingBase<T>)renderer));
}
}
}
/**
* Helper method to initialise a layer renderer for all living entity renderers. This is a shorthand version of
* {@link LayerTiledOverlay#initialiseLayers(Class, Function)}.
* @param layerFactory A function that creates a layer for a given renderer, usually a constructor reference
*/
public static void initialiseLayers(Function<RenderLivingBase<EntityLivingBase>, LayerRenderer<EntityLivingBase>> layerFactory){
initialiseLayers(EntityLivingBase.class, layerFactory);
}
}