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Rendering Blocks and Items Dynamically using a custom Model
It is possible to add models to the game using block model JSON files, but it is also possible to render them through Java code. In this tutorial, we will add a four-sided furnace model to the game.
Note that models are rendered when the chunks are rebuilt. If you need more dynamic rendering, you can use a BlockEntityRenderer
: blockentityrenderers.
Creating the model
When a model is first registered in Minecraft, its raw data is contained in an UnbakedModel
. This data can include shapes or texture names for example.
Later during the initialization, UnbakedModel::bake()
creates a BakedModel
, ready for rendering. For rendering to be as fast as possible, as many operations as possible need to be done during baking. We will also implement FabricBakedModel
to make use of the Fabric Renderer API.
Let's create a single FourSidedFurnace
model that will implement all three interfaces.
public class FourSidedFurnaceModel implements UnbakedModel, BakedModel, FabricBakedModel {
Sprites
A Sprite
is necessary for rendering a texture. We must first create a SpriteIdentifier
and then get the corresponding Sprite
while baking the model.
Here, we will use two furnace textures. They are block textures, so they must be loaded from the block atlas SpriteAtlasTexture.BLOCK_ATLAS_TEX
.
private static final SpriteIdentifier[] SPRITE_IDS = new SpriteIdentifier[]{ new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("minecraft:block/furnace_front_on")), new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, new Identifier("minecraft:block/furnace_top")) }; private Sprite[] SPRITES = new Sprite[2];
Meshes
A Mesh
is a game shape that is ready for rendering with the Fabric Rendering API. We will add one to our class, and we will build it during model baking.
private Mesh mesh;
UnbakedModel methods
@Override public Collection<Identifier> getModelDependencies() { return Collections.emptyList(); // This model does not depend on other models. } @Override public Collection<SpriteIdentifier> getTextureDependencies(Function<Identifier, UnbakedModel> unbakedModelGetter, Set<Pair<String, String>> unresolvedTextureReferences) { return Arrays.asList(SPRITE_IDS); // The textures this model (and all its model dependencies, and their dependencies, etc...!) depends on. } @Override public BakedModel bake(ModelLoader loader, Function<SpriteIdentifier, Sprite> textureGetter, ModelBakeSettings rotationContainer, Identifier modelId) { // Get the sprites for(int i = 0; i < 2; ++i) { SPRITES[i] = textureGetter.apply(SPRITE_IDS[i]); } // Build the mesh using the Renderer API Renderer renderer = RendererAccess.INSTANCE.getRenderer(); MeshBuilder builder = renderer.meshBuilder(); QuadEmitter emitter = builder.getEmitter(); for(Direction direction : Direction.values()) { int spriteIdx = direction == Direction.UP || direction == Direction.DOWN ? 1 : 0; // Add a new face to the mesh emitter.square(direction, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f); // Set the sprite of the face, must be called after .square() // We haven't specified any UV coordinates, so we want to use the whole texture. BAKE_LOCK_UV does exactly that. emitter.spriteBake(0, SPRITES[spriteIdx], MutableQuadView.BAKE_LOCK_UV); // Enable texture usage emitter.spriteColor(0, -1, -1, -1, -1); // Add the quad to the mesh emitter.emit(); } mesh = builder.build(); return this; }
BakedModel methods
Not all the methods here are used by the Fabric Renderer, so we don't really care about the implementation.
@Override public List<BakedQuad> getQuads(BlockState state, Direction face, Random random) { return null; // Don't need because we use FabricBakedModel instead } @Override public boolean useAmbientOcclusion() { return true; // we want the block to have a shadow depending on the adjacent blocks } @Override public boolean isBuiltin() { return false; } @Override public boolean hasDepth() { return false; } @Override public boolean isSideLit() { return false; } @Override public Sprite getSprite() { return SPRITES[1]; // Block break particle, let's use furnace_top } @Override public ModelTransformation getTransformation() { return null; } @Override public ModelOverrideList getOverrides() { return null; }
FabricBakedModel methods
@Override public boolean isVanillaAdapter() { return false; // False to trigger FabricBakedModel rendering } @Override public void emitBlockQuads(BlockRenderView blockRenderView, BlockState blockState, BlockPos blockPos, Supplier<Random> supplier, RenderContext renderContext) { // Render function // We just render the mesh renderContext.meshConsumer().accept(mesh); } @Override public void emitItemQuads(ItemStack itemStack, Supplier<Random> supplier, RenderContext renderContext) { } }
Registering the model
Let's first write a ModelResourceProvider
, an interface that allows you to provide an UnbakedModel
before the game tries to load it from JSON. Have a look at the documentation for more details. The important part is that loadModelResource()
will be called for every model.
Let's register the model under the name tutorial:block/four_sided_furnace
.
public class TutorialModelProvider implements ModelResourceProvider { public static final Identifier FOUR_SIDED_FURNACE_MODEL = new Identifier("tutorial:block/four_sided_furnace"); @Override public UnbakedModel loadModelResource(Identifier identifier, ModelProviderContext modelProviderContext) throws ModelProviderException { if(identifier.equals(FOUR_SIDED_FURNACE_MODEL)) { return new FourSidedFurnaceModel(); } else { return null; } } }
Now we have to register this class in the client initializer, the entry point for client-specific code.
public class ExampleModClient implements ClientModInitializer { @Override public void onInitializeClient() { ModelLoadingRegistry.INSTANCE.registerResourceProvider(rm -> new TutorialModelProvider()); /* Other client-specific initialization */ } }
Don't forget to register this entrypoint in fabric.mod.json
if you haven't done it yet:
/* ... */ "entrypoints": { /* ... */ "client": [ "net.fabricmc.example.ExampleModClient" ] },
Using the model
You can now register your block to use your new model. For example, if your block only has one block state, put this in assets/your_mod_id/blockstates/your_block_id.json
.
{ "variants": { "": { "model": "tutorial:block/four_sided_furnace" } } }
Of course, you can implement much more complex rendering. Have fun!
Rendering the item
As you can see in the picture, the item is not rendered correctly. Let's fix this.
Updating the model
We will re-use the same model class, with just a small change:
- We will need a
ModelTransformation
that rotates/translates/scales the model depending on its position (in right hand, in left hand, in gui, in item frame, etc…). As we are creating a model for a regular block, we will use the one from “minecraft:block/block” which we will load during model baking.
We will update our FourSidedFurnaceModel
class as follows:
// The minecraft default block model private static final Identifier DEFAULT_BLOCK_MODEL = new Identifier("minecraft:block/block"); private ModelTransformation transformation; // We need to add the default model to the dependencies public Collection<Identifier> getModelDependencies() { return Arrays.asList(DEFAULT_BLOCK_MODEL); } // We need to add a bit of logic to the bake function @Override public BakedModel bake(ModelLoader loader, Function<SpriteIdentifier, Sprite> textureGetter, ModelBakeSettings rotationContainer, Identifier modelId) { // Load the default block model JsonUnbakedModel defaultBlockModel = (JsonUnbakedModel) loader.getOrLoadModel(DEFAULT_BLOCK_MODEL); // Get its ModelTransformation transformation = defaultBlockModel.getTransformations(); /* Previous code */ } // We need to implement getTransformation() and getOverrides() @Override public ModelTransformation getTransformation() { return transformation; } @Override public ModelOverrideList getOverrides() { return ModelOverrideList.EMPTY; } // We will also implement this method to have the correct lighting in the item rendering. Try to set this to false and you will see the difference. @Override public boolean isSideLit() { return true; } // Finally, we can implement the item render function @Override public void emitItemQuads(ItemStack itemStack, Supplier<Random> supplier, RenderContext renderContext) { renderContext.meshConsumer().accept(mesh); }
Loading the model
Let's update the ModelResourceProvider
we created earlier:
public class TutorialModelProvider implements ModelResourceProvider { public static final FourSidedFurnaceModel FOUR_SIDED_FURNACE_MODEL = new FourSidedFurnaceModel(); public static final Identifier FOUR_SIDED_FURNACE_MODEL_BLOCK = new Identifier("tutorial:block/four_sided_furnace"); public static final Identifier FOUR_SIDED_FURNACE_MODEL_ITEM = new Identifier("tutorial:item/four_sided_furnace"); @Override public UnbakedModel loadModelResource(Identifier identifier, ModelProviderContext modelProviderContext) throws ModelProviderException { if(identifier.equals(FOUR_SIDED_FURNACE_MODEL_BLOCK) || identifier.equals(FOUR_SIDED_FURNACE_MODEL_ITEM)) { return FOUR_SIDED_FURNACE_MODEL; } else { return null; } } }
Final result
Et voilà! Enjoy!
More dynamic rendering
The renderContext
parameter in emitBlockQuads
and emitItemQuads
contains a QuadEmitter
which you can use to build a model on the fly.
@Override public void emitBlockQuads(BlockRenderView blockRenderView, BlockState blockState, BlockPos blockPos, Supplier<Random> supplier, RenderContext renderContext) { QuadEmitter emitter = renderContext.getEmitter(); /* With this emitter, you can directly append the quads to the chunk model. */ }