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Custom Sign with custom Font


Xumuk

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Hi. I'm making my sign. In General it is quite successful, I made it, but the only thing that I can't do it - I want to upload your own image with fonts. But why is it still loaded in vanilla. Do I need to register as my FontRenderer?

If necessary, how to do it?

 

My FontRenderer
 

public class SovFontRenderer extends FontRenderer {

	public SovFontRenderer(GameSettings gameSettingsIn, ResourceLocation location, TextureManager textureManagerIn,
			boolean unicode) {
		super(gameSettingsIn, location, textureManagerIn, unicode);

	}

}

This is part code TESR

  GlStateManager.popMatrix();
        Minecraft mc = Minecraft.getMinecraft();
        SovFontRenderer fontrenderer = new SovFontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, true);

        float f3 = 0.010416667F;
        GlStateManager.translate(0.0F, 0.33333334F, 0.046666667F);
        GlStateManager.scale(0.010416667F, -0.010416667F, 0.010416667F);
        GlStateManager.glNormal3f(0.0F, 0.0F, -0.010416667F);
        GlStateManager.depthMask(false);
        int i = 0;

        if (destroyStage < 0)
        {
            for (int j = 0; j < te.signText.length; ++j)
            {
                if (te.signText[j] != null)
                {
                    ITextComponent itextcomponent = te.signText[j];
                    List<ITextComponent> list = GuiUtilRenderComponents.splitText(itextcomponent, 90, fontrenderer, false, true);
                    String s = list != null && !list.isEmpty() ? ((ITextComponent)list.get(0)).getFormattedText() : "";

                    if (j == te.lineBeingEdited)
                    {
                        s = "[" + s + "]";
                        fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, j * 10 - te.signText.length * 6, 0);
                    }
                    else
                    {
                        fontrenderer.drawString(s, -fontrenderer.getStringWidth(s) / 2, j * 10 - te.signText.length * 6, 0);
                    }
                }
            }
        }

        
    	
        GlStateManager.depthMask(true);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        
        GlStateManager.popMatrix();

 

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Your font doesn't support unicode, it's just one sheet of characters, likely within the 0-256 range, thus passing true to the unicode boolean argument makes no sense.

 

Don't create a new font renderer instance every frame.

 

You don't need a custom fontrenderer class here.

 

You would also need to register your font renderer as a resource reload listener so it actually reads the glyphs from the texture. You need to do this at an appropriate time though.

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35 minutes ago, Xumuk said:

But I need my own font, and not the same as in vanilla.

 

That doesn't mean you need a custom fontrenderer class.

 

35 minutes ago, Xumuk said:

You said that I need to register Fontrenderer. 

 

How do I need to do this?

See how vanilla does that in Minecraft#init

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Thank you, I almost understood.

 

When I create a new object like this:

  Minecraft mc = Minecraft.getMinecraft();
    FontRenderer fr = new FontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, false);

I get null in locationTexture in mc.renderEngine. This is strange, because the path is correct.

 

Edited by Xumuk
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On top of the letter "B" should be a black square, if it was my texture.

2d601633a6308c95b148b17ad7f4e5d9.png

@SideOnly(Side.CLIENT)
public class SovTileEntitySignRender extends TileEntitySpecialRenderer<TileEntitySovSign>
{
    private static final ResourceLocation SIGN_TEXTURE = new ResourceLocation("soviet:textures/entity/walltile_1.png");
  
    private final SovSignModel model = new SovSignModel();
    Minecraft mc = Minecraft.getMinecraft();
   
    public FontRenderer getFR() {
    	FontRenderer fr = new FontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, true);
   
    	return fr;
    }
   
    public void render(TileEntitySovSign te, double x, double y, double z, float partialTicks, int destroyStage, float alpha)
    {
    	
        Block block = te.getBlockType();
        GlStateManager.pushMatrix();
        float f = 0.6666667F;

        if (block == Blocks.STANDING_SIGN)
        {
            GlStateManager.translate((float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F);
            float f1 = (float)(te.getBlockMetadata() * 360) / 16.0F;
            GlStateManager.rotate(-f1, 0.0F, 1.0F, 0.0F);
       
        }
        else
        {
            int k = te.getBlockMetadata();
            float f2 = 0.0F;

            if (k == 2)
            {
                f2 = 180.0F;
            }

            if (k == 4)
            {
                f2 = 90.0F;
            }

            if (k == 5)
            {
                f2 = -90.0F;
            }

            GlStateManager.translate((float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F);
            GlStateManager.rotate(-f2, 0.0F, 1.0F, 0.0F);
            GlStateManager.translate(0.0F, -0.3125F, -0.4375F);
           
        }

        if (destroyStage >= 0)
        {
            this.bindTexture(DESTROY_STAGES[destroyStage]);
            GlStateManager.matrixMode(5890);
            GlStateManager.pushMatrix();
            GlStateManager.scale(4.0F, 2.0F, 1.0F);
            GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
            GlStateManager.matrixMode(5888);
        }
        else
        {
            this.bindTexture(SIGN_TEXTURE);
        }

        GlStateManager.enableRescaleNormal();
        GlStateManager.pushMatrix();
        GlStateManager.scale(0.6666667F, -0.6666667F, -0.6666667F);
      
        model.bone.render(0.0625F);
        model.bone2.render(0.0625F);
        GlStateManager.popMatrix();
        FontRenderer fr = this.getFR();
      
        float f3 = 0.010416667F;
        GlStateManager.translate(0.0F, 0.33333334F, 0.046666667F);
        GlStateManager.scale(0.010416667F, -0.010416667F, 0.010416667F);
        GlStateManager.glNormal3f(0.0F, 0.0F, -0.010416667F);
        GlStateManager.depthMask(false);
        int i = 0;

        if (destroyStage < 0)
        {
            for (int j = 0; j < te.signText.length; ++j)
            {
                if (te.signText[j] != null)
                {
                    ITextComponent itextcomponent = te.signText[j];
                    List<ITextComponent> list = GuiUtilRenderComponents.splitText(itextcomponent, 40, fr, false, true);
                    String s = list != null && !list.isEmpty() ? ((ITextComponent)list.get(0)).getFormattedText() : "";

                    if (j == te.lineBeingEdited)
                    {
                        s = "[" + s + "]";
                        fr.drawString(s, -fr.getStringWidth(s) / 2, j * 10 - te.signText.length * 8, 0);
                    } 
                    else
                    {
                    	fr.drawString(s, -fr.getStringWidth(s) / 2, j * 10 - te.signText.length * 8, 0xc90014);
                    }
                }
            }
        }

        
    	
        GlStateManager.depthMask(true);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        
        GlStateManager.popMatrix();

        if (destroyStage >= 0)
        {
            GlStateManager.matrixMode(5890);
            GlStateManager.popMatrix();
            GlStateManager.matrixMode(5888);
        }
    }
}

 

Edited by Xumuk
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42 minutes ago, Xumuk said:

FontRenderer fr = new FontRenderer(mc.gameSettings, new ResourceLocation("soviet:textures/font/soviet_font.png"), mc.renderEngine, true);

 

On 4/7/2019 at 4:14 PM, V0idWa1k3r said:

Don't create a new font renderer instance every frame.

 

 

On 4/7/2019 at 4:14 PM, V0idWa1k3r said:

Your font doesn't support unicode, it's just one sheet of characters, likely within the 0-256 range, thus passing true to the unicode boolean argument makes no sense.

 

 

On 4/7/2019 at 4:14 PM, V0idWa1k3r said:

You would also need to register your font renderer as a resource reload listener so it actually reads the glyphs from the texture. You need to do this at an appropriate time though.

 

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There is no registration in the minecraft init class method, there is just a new object created by the FomtRenderer indicating the path. Similarly, I create a new object in ClientProxy, and call it in the render.

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