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Difference between revisions of "Tinted Textures"
m (SciWhiz12 moved page Tinted Textures to Tinted Textures: less adverb, more descriptive) |
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Both of these are single-method interfaces. <code>IBlockColor</code> takes an <code>IBlockState</code>, an (<code>nullable</code>) <code>IBlockDisplayReader</code>, and a (<code>nullable</code>) <code>BlockPos</code>. <code>IItemColor</code> takes an <code>ItemStack</code>. Both of them take a parameter <code>tintIndex</code>, which is the tint index of the face being colored. Both of them return an <code>int</code>, a color multiplier. This int is treated as four unsigned bytes, alpha, red, green, and blue, in that order, from most significant byte to least. For each pixel in the tinted face, the value of each color channel is <code><nowiki>(int)((float)base * multiplier / 255)</nowiki></code>, where <code>base</code> is the original value for the channel, and <code>multiplier</code> is the associated byte from the color multiplier. Note that blocks do not use the alpha channel. For example, the grass texture, untinted, looks white and gray. The <code>IBlockColor</code> and <code>IItemColor</code> for grass return color multipliers with low red and blue components, but high alpha and green components, (at least in warm biomes) so when the multiplication is performed, the green is brought out and the red/blue diminished. | Both of these are single-method interfaces. <code>IBlockColor</code> takes an <code>IBlockState</code>, an (<code>nullable</code>) <code>IBlockDisplayReader</code>, and a (<code>nullable</code>) <code>BlockPos</code>. <code>IItemColor</code> takes an <code>ItemStack</code>. Both of them take a parameter <code>tintIndex</code>, which is the tint index of the face being colored. Both of them return an <code>int</code>, a color multiplier. This int is treated as four unsigned bytes, alpha, red, green, and blue, in that order, from most significant byte to least. For each pixel in the tinted face, the value of each color channel is <code><nowiki>(int)((float)base * multiplier / 255)</nowiki></code>, where <code>base</code> is the original value for the channel, and <code>multiplier</code> is the associated byte from the color multiplier. Note that blocks do not use the alpha channel. For example, the grass texture, untinted, looks white and gray. The <code>IBlockColor</code> and <code>IItemColor</code> for grass return color multipliers with low red and blue components, but high alpha and green components, (at least in warm biomes) so when the multiplication is performed, the green is brought out and the red/blue diminished. | ||
− | If an item inherits from the <code><nowiki>builtin/generated</nowiki></code> model, each layer (“layer0”, “layer1”, etc.) has a tint index corresponding to its layer index. | + | If an item inherits from the <code><nowiki>builtin/generated</nowiki></code> model, each layer (“layer0”, “layer1”, etc.) has a tint index corresponding to its layer index. For blocks, the “particle” layer is index 0. |
=== Creating Color Handlers === | === Creating Color Handlers === |
Revision as of 22:23, 29 June 2021
Many blocks and items in vanilla change their texture color depending on where they are, such as grass. Models support specifying “tint indices” on faces, which are integers that can then be handled by IBlockColor
s and IItemColor
s. See the wiki for information on how tint indices are defined in vanilla models.
IBlockColor / IItemColor
Both of these are single-method interfaces. IBlockColor
takes an IBlockState
, an (nullable
) IBlockDisplayReader
, and a (nullable
) BlockPos
. IItemColor
takes an ItemStack
. Both of them take a parameter tintIndex
, which is the tint index of the face being colored. Both of them return an int
, a color multiplier. This int is treated as four unsigned bytes, alpha, red, green, and blue, in that order, from most significant byte to least. For each pixel in the tinted face, the value of each color channel is (int)((float)base * multiplier / 255)
, where base
is the original value for the channel, and multiplier
is the associated byte from the color multiplier. Note that blocks do not use the alpha channel. For example, the grass texture, untinted, looks white and gray. The IBlockColor
and IItemColor
for grass return color multipliers with low red and blue components, but high alpha and green components, (at least in warm biomes) so when the multiplication is performed, the green is brought out and the red/blue diminished.
If an item inherits from the builtin/generated
model, each layer (“layer0”, “layer1”, etc.) has a tint index corresponding to its layer index. For blocks, the “particle” layer is index 0.
Creating Color Handlers
IBlockColor
s need to be registered to the BlockColors
instance of the game. BlockColors
can be acquired through ColorHandlerEvent$Block
, and an IBlockColor
can be registered by BlockColors#register
. Note that this does not cause the BlockItem
for the given block to be colored. BlockItem
are items and need to colored with an IItemColor
.
public void registerBlockColors(ColorHandlerEvent.Block event){ event.getBlockColors().register(myIBlockColor, coloredBlock1, coloredBlock2, ...); }
IItemColor
s need to be registered to the ItemColors
instance of the game. ItemColors
can be acquired through ColorHandlerEvent$Item()
, and an IItemColor
can be registered by ItemColors#register
. This method is overloaded to also take Block
s, which simply registers the color handler for the item Block#asItem
(i.e. the block’s BlockItem
).
public void registerItemColors(ColorHandlerEvent.Item event){ event.getItemColors().register(myIItemColor, coloredItem1, coloredItem2, ...); }
This registration must be done client-side, in the initialization phase.