LeviLamina
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ActorShaderManager.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated forward declare list
6// clang-format off
7class Actor;
8class BaseActorRenderContext;
9class BlockPos;
10class BlockSource;
11class LightTexture;
12class ResourceLocation;
13class ScreenContext;
14class Vec2;
15class Vec4;
16struct Brightness;
17struct BrightnessPair;
18struct TextureUVCoordinateSet;
19namespace mce { class Color; }
20namespace mce { class MaterialPtr; }
21namespace mce { class RenderContext; }
22namespace mce { struct ActorConstants; }
23// clang-format on
24
26public:
27 // member variables
28 // NOLINTBEGIN
32 // NOLINTEND
33
34public:
35 // prevent constructor by default
36 ActorShaderManager& operator=(ActorShaderManager const&);
39
40public:
41 // virtual functions
42 // NOLINTBEGIN
43 virtual ~ActorShaderManager();
44
45 virtual ::mce::Color _getOverlayColor(::Actor& actor, float a) const;
46 // NOLINTEND
47
48public:
49 // member functions
50 // NOLINTBEGIN
51 MCNAPI ::mce::MaterialPtr& getEntityMaterial();
52
53 MCNAPI ::mce::MaterialPtr& getStaticMaterial();
54
55 MCNAPI ::mce::MaterialPtr& getTransparentEntityMaterial();
56
58 ::ScreenContext& screenContext,
59 ::BaseActorRenderContext& entityContext,
60 ::Actor& entity,
61 ::mce::Color const& changeColor,
62 ::mce::Color const& changeColor2,
63 ::Vec2 const& uvScale,
64 float a,
65 ::Brightness lightEmission,
66 bool allowOverlay
67 ) const;
68
70 ::ScreenContext& screenContext,
71 ::BaseActorRenderContext& entityContext,
72 ::Actor& entity,
73 ::mce::Color const& overlayColor,
74 ::mce::Color const& changeColor,
75 ::mce::Color const& changeColor2,
76 ::Vec2 const& uvScale,
77 ::Vec4 const& uvAnim,
78 float br,
79 ::Brightness lightEmission,
80 bool allowOverlay
81 ) const;
82
84 ::ScreenContext& screenContext,
85 ::BaseActorRenderContext& entityContext,
86 ::Actor& actor,
87 float a
88 ) const;
89 // NOLINTEND
90
91public:
92 // static functions
93 // NOLINTBEGIN
94 MCNAPI static ::mce::Color getOverlayColor(::Actor& actor, float);
95
96 MCNAPI static void setEntityConstants(
97 ::mce::ActorConstants& entityConstants,
98 ::mce::RenderContext& renderContext,
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,
107 float uvOffset1,
108 float uvOffset2,
109 float uvRot1,
110 float uvRot2
111 );
112
113 MCNAPI static void setupFoilShaderParameters(::ScreenContext& screenContext, ::TextureUVCoordinateSet const& icon);
114
115 MCNAPI static void setupFoilShaderParameters(
116 ::ScreenContext& screenContext,
117 ::mce::Color const& overlay,
118 ::mce::Color const& changeColor,
119 ::mce::Color const& changeColor2,
120 ::Vec2 const& uvScale
121 );
122
123 MCNAPI static void setupShaderParameters(
124 ::ScreenContext& screenContext,
125 float br,
126 ::mce::Color const& overlayColor,
127 bool dimensionHasCeiling
128 );
129
130 MCNAPI static void setupShaderParameters(
131 ::ScreenContext& screenContext,
132 ::mce::Color const& overlay,
133 ::mce::Color const& changeColor,
134 ::mce::Color const& changeColor2
135 );
136
137 MCNAPI static void setupShaderParameters(
138 ::ScreenContext& screenContext,
139 ::BaseActorRenderContext& entityContext,
140 ::Actor& actor,
141 ::mce::Color const& overlay,
142 float,
143 ::Brightness lightEmission
144 );
145
146 MCNAPI static void setupShaderParameters(
147 ::ScreenContext& screenContext,
148 ::BaseActorRenderContext& entityContext,
149 ::Actor& actor,
150 ::mce::Color const& overlay,
151 float,
152 ::Vec4 const& uvAnim
153 );
154
155 MCNAPI static void setupShaderParameters(
156 ::ScreenContext& screenContext,
157 ::BlockSource& source,
158 ::BrightnessPair const& lightColorUV,
159 float,
160 bool ignoreLighting,
161 ::LightTexture& lightTexture,
162 ::Vec2 const& uvScale,
163 ::Vec4 const& uvAnim
164 );
165
166 MCNAPI static void setupShaderParameters(
167 ::ScreenContext& screenContext,
168 ::BlockSource& source,
169 ::BlockPos const& pos,
170 float a,
171 bool ignoreLighting,
172 ::LightTexture& lightTexture,
173 ::Vec2 const& uvScale,
174 ::Vec4 const& uvAnim
175 );
176
177 MCNAPI static void setupShaderParameters(
178 ::ScreenContext& screenContext,
179 ::BaseActorRenderContext& entityContext,
180 ::Actor& entity,
181 ::mce::Color const& overlay,
182 ::mce::Color const& changeColor,
183 ::mce::Color const& changeColor2,
184 ::Vec4 const& uvAnim,
185 float br,
186 float,
187 bool isEnchanted
188 );
189
190 MCNAPI static void setupShaderParameters(
191 ::ScreenContext& screenContext,
192 ::BlockSource& source,
193 ::BlockPos const& pos,
194 ::mce::Color const& changeColor,
195 ::mce::Color const& changeColor2,
196 float,
197 ::LightTexture& lightTexture,
198 ::Vec2 const& uvScale,
199 bool ignoreLighting,
200 ::Brightness lightEmission
201 );
202
203 MCNAPI static void setupShaderParameters(
204 ::ScreenContext& screenContext,
205 ::mce::Color const& overlay,
206 ::mce::Color const& changeColor,
207 ::mce::Color const& changeColor2,
208 ::mce::Color const& glintColor,
209 float uvOffset1,
210 float uvOffset2,
211 float uvRot1,
212 float uvRot2,
213 ::Vec2 const& glintUVScale,
214 ::Vec4 const& uvAnim,
215 float
216 );
217
218 MCNAPI static void setupShaderParameters(
219 ::ScreenContext& screenContext,
220 ::BaseActorRenderContext& entityContext,
221 ::Actor& entity,
222 ::mce::Color const& overlay,
223 ::mce::Color const& changeColor,
224 ::mce::Color const& changeColor2,
225 ::mce::Color const& glintColor,
226 float uvOffset1,
227 float uvOffset2,
228 float uvRot1,
229 float uvRot2,
230 ::Vec2 const& glintUVScale,
231 ::Vec4 const& uvAnim,
232 float br,
233 ::Brightness lightEmission
234 );
235 // NOLINTEND
236
237public:
238 // static variables
239 // NOLINTBEGIN
240 MCNAPI static ::ResourceLocation const& GLINT_ACTOR_TEXTURE_LOCATION();
241
242 MCNAPI static ::ResourceLocation const& GLINT_ITEM_TEXTURE_LOCATION();
243 // NOLINTEND
244
245public:
246 // destructor thunk
247 // NOLINTBEGIN
248 MCNAPI void $dtor();
249 // NOLINTEND
250
251public:
252 // virtual function thunks
253 // NOLINTBEGIN
254 MCNAPI ::mce::Color $_getOverlayColor(::Actor& actor, float a) const;
255 // NOLINTEND
256};
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
MCAPI void $dtor()
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 Alias.h:14
Definition ActorConstants.h:7