3#include "mc/_HeaderOutputPredefine.h"
6#include "mc/client/renderer/game/LevelRendererCameraListeners.h"
7#include "mc/client/renderer/game/ShadowRenderingParameters.h"
8#include "mc/deps/minecraft_renderer/game/LevelCullerType.h"
23namespace mce::framebuilder {
struct ShadowParameters; }
29 enum class QueueShadowRenders :
int {
57 virtual void recalculateRenderDistance(
float const renderDistanceScalar) ;
60 virtual void preRenderUpdate(
69 virtual void queueRenderEntities(
74 virtual void setupViewArea() ;
85 virtual void onDimensionChanged(
::Player& player) ;
88 virtual void addCameraListenerToRenderChunkCoordinator() ;
91 virtual void updateLevelCullerType(::LevelCullerType
const newLevelCullerType) ;
102 ::std::shared_ptr<::Options> options,
110 ::glm::mat4x4
const& playerView,
112 float perpendicularAngle,
118 ::glm::vec3
const& playerPosition,
119 ::gsl::span<::ShadowRenderingParameters::ShadowMap> resultCascades,
125 ::Vec3 const& lightSourceDir
129 ::gsl::span<::ShadowRenderingParameters::ShadowMap> cascades,
130 ::glm::vec3
const& playerPosition,
137 ::glm::vec3
const& direction,
139 float perpendicularAngle,
142 ::glm::mat4x4
const& playerView,
143 ::glm::mat4x4
const& playerProj,
144 ::glm::vec3
const& playerPosition,
147 ::LevelRendererShadowCamera::QueueShadowRenders shouldQueueShadowRenders
152 float perpendicularAngle,
153 ::glm::mat4x4
const& playerView,
154 ::glm::mat4x4
const& playerProj,
155 ::glm::vec3
const& playerPosition,
166 ::std::shared_ptr<::Options> options,
Definition BaseActorRenderContext.h:16
Definition LevelRendererCameraListeners.h:21
Definition LevelRendererShadowCamera.h:26
static MCAPI void ** $vftableForLevelListener()
MCAPI void $setupViewArea()
MCAPI void $queueRenderEntities(::LevelRenderPreRenderUpdateParameters const &levelRenderPreRenderUpdateParameters)
MCAPI LevelRendererShadowCamera(::IClientInstance &clientInstance, ::std::shared_ptr<::Options > options, ::Level &level, ::LevelRenderer &levelRenderer, ::WeakEntityRef localUser)
static MCAPI void ** $vftableForLevelRendererCamera()
MCAPI void setupCloudCamera(float angle, float perpendicularAngle, ::glm::mat4x4 const &playerView, ::glm::mat4x4 const &playerProj, ::glm::vec3 const &playerPosition, ::mce::framebuilder::ShadowParameters const &shadowParameters, ::ShadowCascadeState &shadowCascadeState)
MCAPI void removeCameraListenerToRenderChunkCoordinator()
MCAPI void setupCamera(::glm::vec3 const &direction, float angle, float perpendicularAngle, float fov, float aspectRatio, ::glm::mat4x4 const &playerView, ::glm::mat4x4 const &playerProj, ::glm::vec3 const &playerPosition, ::mce::framebuilder::ShadowParameters const &shadowParameters, ::ShadowCascadeState &shadowCascadeState, ::LevelRendererShadowCamera::QueueShadowRenders shouldQueueShadowRenders)
MCAPI void $addCameraListenerToRenderChunkCoordinator()
MCAPI void $renderBlockEntities(::BaseActorRenderContext &renderContext, bool renderAlphaLayer)
MCAPI void $recalculateRenderDistance(float const renderDistanceScalar)
MCAPI void _calculatePlayerShadowMap(::mce::framebuilder::ShadowParameters const &shadowParameters, ::Vec3 const &lightSourceDir)
MCAPI void $setViewArea(::LevelRenderPreRenderUpdateParameters const &levelRenderPreRenderUpdateParameters)
MCAPI void $updateViewArea(::LevelRenderPreRenderUpdateParameters const &levelRenderPreRenderUpdateParameters)
MCAPI void _createFrustumCuller(::gsl::span<::ShadowRenderingParameters::ShadowMap > cascades, ::glm::vec3 const &playerPosition, ::ShadowRenderingParameters::ShadowMap const &largestCascade)
MCAPI void * $ctor(::IClientInstance &clientInstance, ::std::shared_ptr<::Options > options, ::Level &level, ::LevelRenderer &levelRenderer, ::WeakEntityRef localUser)
MCAPI void $updateLevelCullerType(::LevelCullerType const newLevelCullerType)
MCAPI void $preRenderUpdate(::ScreenContext &screenContext, ::LevelRenderPreRenderUpdateParameters &levelRenderPreRenderUpdateParameters)
static MCAPI void ** $vftableForPlayerListener()
MCAPI void $onDimensionChanged(::Player &player)
MCAPI float _calculateCascades(::mce::framebuilder::ShadowParameters const &shadowParameters, ::glm::mat4x4 const &playerView, float angle, float perpendicularAngle, float aspect, float fov, float zNear, float zFar, float zRange, ::glm::vec3 const &playerPosition, ::gsl::span<::ShadowRenderingParameters::ShadowMap > resultCascades, ::ShadowCascadeState &shadowCascadeState)
Definition LevelRenderer.h:47
Definition ScreenContext.h:23
Definition WeakEntityRef.h:13
Definition IClientInstance.h:5
Definition LevelRenderPreRenderUpdateParameters.h:5
Definition ShadowCascadeState.h:5
Definition ShadowRenderingParameters.h:13
Definition _HeaderOutputPredefine.h:273
Definition ShadowParameters.h:7