3#include "mc/_HeaderOutputPredefine.h"
8class BaseActorRenderContext;
12class ResourceLocation;
18struct TextureUVCoordinateSet;
19namespace mce {
class Color; }
20namespace mce {
class MaterialPtr; }
21namespace mce {
class RenderContext; }
22namespace mce {
struct ActorConstants; }
45 virtual ::mce::Color _getOverlayColor(::Actor& actor,
float a)
const;
59 ::BaseActorRenderContext& entityContext,
61 ::mce::Color
const& changeColor,
62 ::mce::Color
const& changeColor2,
63 ::Vec2
const& uvScale,
65 ::Brightness lightEmission,
71 ::BaseActorRenderContext& entityContext,
73 ::mce::Color
const& overlayColor,
74 ::mce::Color
const& changeColor,
75 ::mce::Color
const& changeColor2,
76 ::Vec2
const& uvScale,
79 ::Brightness lightEmission,
85 ::BaseActorRenderContext& entityContext,
99 ::mce::Color
const& blockLightColor,
100 ::Vec2
const& tileLightColorUV,
101 ::mce::Color
const& overlay,
102 ::mce::Color
const& changeColor,
103 ::mce::Color
const& changeColor2,
104 ::mce::Color
const& glintColor,
105 ::Vec2
const& glintUVScale,
106 ::Vec4
const& uvAnim,
117 ::mce::Color
const& overlay,
118 ::mce::Color
const& changeColor,
119 ::mce::Color
const& changeColor2,
120 ::Vec2
const& uvScale
126 ::mce::Color
const& overlayColor,
127 bool dimensionHasCeiling
132 ::mce::Color
const& overlay,
133 ::mce::Color
const& changeColor,
134 ::mce::Color
const& changeColor2
139 ::BaseActorRenderContext& entityContext,
141 ::mce::Color
const& overlay,
143 ::Brightness lightEmission
148 ::BaseActorRenderContext& entityContext,
150 ::mce::Color
const& overlay,
157 ::BlockSource& source,
158 ::BrightnessPair
const& lightColorUV,
162 ::Vec2
const& uvScale,
168 ::BlockSource& source,
169 ::BlockPos
const& pos,
173 ::Vec2
const& uvScale,
179 ::BaseActorRenderContext& entityContext,
181 ::mce::Color
const& overlay,
182 ::mce::Color
const& changeColor,
183 ::mce::Color
const& changeColor2,
184 ::Vec4
const& uvAnim,
192 ::BlockSource& source,
193 ::BlockPos
const& pos,
194 ::mce::Color
const& changeColor,
195 ::mce::Color
const& changeColor2,
198 ::Vec2
const& uvScale,
200 ::Brightness lightEmission
205 ::mce::Color
const& overlay,
206 ::mce::Color
const& changeColor,
207 ::mce::Color
const& changeColor2,
208 ::mce::Color
const& glintColor,
213 ::Vec2
const& glintUVScale,
214 ::Vec4
const& uvAnim,
220 ::BaseActorRenderContext& entityContext,
222 ::mce::Color
const& overlay,
223 ::mce::Color
const& changeColor,
224 ::mce::Color
const& changeColor2,
225 ::mce::Color
const& glintColor,
230 ::Vec2
const& glintUVScale,
231 ::Vec4
const& uvAnim,
233 ::Brightness lightEmission
Definition ActorShaderManager.h:5
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BlockSource &source, ::BrightnessPair const &lightColorUV, float, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim)
static MCAPI ::mce::Color getOverlayColor(::Actor &actor, float)
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BlockSource &source, ::BlockPos const &pos, float a, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim)
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::mce::Color const &glintColor, float uvOffset1, float uvOffset2, float uvRot1, float uvRot2, ::Vec2 const &glintUVScale, ::Vec4 const &uvAnim, float)
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Vec4 const &uvAnim)
MCAPI::mce::Color $_getOverlayColor(::Actor &actor, float a) const
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BlockSource &source, ::BlockPos const &pos, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, float, ::LightTexture &lightTexture, ::Vec2 const &uvScale, bool ignoreLighting, ::Brightness lightEmission)
static MCAPI ::ResourceLocation const & GLINT_ITEM_TEXTURE_LOCATION()
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Brightness lightEmission)
MCAPI::mce::MaterialPtr & getStaticMaterial()
MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, float a) const
static MCAPI ::ResourceLocation const & GLINT_ACTOR_TEXTURE_LOCATION()
MCAPI void setupFoilShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlayColor, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale, ::Vec4 const &uvAnim, float br, ::Brightness lightEmission, bool allowOverlay) const
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec4 const &uvAnim, float br, float, bool isEnchanted)
MCAPI::mce::MaterialPtr & getTransparentEntityMaterial()
MCAPI void setupFoilShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale, float a, ::Brightness lightEmission, bool allowOverlay) const
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::mce::Color const &glintColor, float uvOffset1, float uvOffset2, float uvRot1, float uvRot2, ::Vec2 const &glintUVScale, ::Vec4 const &uvAnim, float br, ::Brightness lightEmission)
static MCAPI void setupFoilShaderParameters(::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale)
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2)
static MCAPI void setupShaderParameters(::ScreenContext &screenContext, float br, ::mce::Color const &overlayColor, bool dimensionHasCeiling)
static MCAPI void setEntityConstants(::mce::ActorConstants &entityConstants, ::mce::RenderContext &renderContext, ::mce::Color const &blockLightColor, ::Vec2 const &tileLightColorUV, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::mce::Color const &glintColor, ::Vec2 const &glintUVScale, ::Vec4 const &uvAnim, float uvOffset1, float uvOffset2, float uvRot1, float uvRot2)
static MCAPI void setupFoilShaderParameters(::ScreenContext &screenContext, ::TextureUVCoordinateSet const &icon)
MCAPI::mce::MaterialPtr & getEntityMaterial()
Definition LightTexture.h:5
Definition ScreenContext.h:5
Definition RenderContext.h:17
Definition ActorConstants.h:7