LeviLamina
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ActorRenderer Class Referenceabstract
Inheritance diagram for ActorRenderer:

Classes

struct  LeashPins

Public Member Functions

virtual void render (::BaseActorRenderContext &, ::ActorRenderData &)=0
virtual void renderDebug (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
virtual void renderEffects (::BaseActorRenderContext &, ::ActorRenderData &)
virtual void renderLeash (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
virtual void renderWaterHole (::BaseActorRenderContext &, ::ActorRenderData &)
virtual void addAdditionalRenderingIfNeeded (::std::shared_ptr<::mce::TextureGroup >)
virtual::AABB getRenderBounds (::Actor const &entity) const
virtual void getLeashOffsets (::Actor &, float yRot, float yRotPrev, float a, bool legacyOffset, ::Bedrock::small_vector_base<::Vec3 > &output) const
virtual void setIsOnScreen (::Actor &, bool const, float) const
virtual bool shouldUpdateBonesAndEffectsIfOffScreen (::RenderParams &) const
virtual bool shouldUpdateEffectsIfOffScreen (::RenderParams &) const
MCAPI ActorRenderer (::std::shared_ptr<::mce::TextureGroup > textureGroup, ::Vec2 const &renderDim, ::Vec3 const &renderDimOffset, bool hasWaterHole)
MCAPI ActorRenderer (::std::shared_ptr<::Model > model, ::std::shared_ptr<::mce::TextureGroup > textureGroup, ::Vec2 const &renderDim, ::Vec3 const &renderDimOffset, bool hasWaterHole)
MCAPI ::std::vector<::NameTagRenderObjectextractText (::Tessellator &tessellator, ::Actor const &entity, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 camTargetPos, float a, ::mce::Color color)
MCAPI::mce::TexturePtr getAtlasTexture ()
MCAPI void renderGui (::BaseActorRenderContext &renderContext, ::ActorRenderData &actorRenderData)
MCAPI void setBaseRenderBounds (::Vec2 const &dims, ::Vec3 const &offset)
MCAPI void * $ctor (::std::shared_ptr<::mce::TextureGroup > textureGroup, ::Vec2 const &renderDim, ::Vec3 const &renderDimOffset, bool hasWaterHole)
MCAPI void * $ctor (::std::shared_ptr<::Model > model, ::std::shared_ptr<::mce::TextureGroup > textureGroup, ::Vec2 const &renderDim, ::Vec3 const &renderDimOffset, bool hasWaterHole)
MCAPI void $dtor ()
MCAPI void $renderDebug (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
MCFOLD void $renderEffects (::BaseActorRenderContext &, ::ActorRenderData &)
MCAPI void $renderLeash (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
MCFOLD void $renderWaterHole (::BaseActorRenderContext &, ::ActorRenderData &)
MCFOLD void $addAdditionalRenderingIfNeeded (::std::shared_ptr<::mce::TextureGroup >)
MCAPI::AABB $getRenderBounds (::Actor const &entity) const
MCAPI void $getLeashOffsets (::Actor &, float yRot, float yRotPrev, float a, bool legacyOffset, ::Bedrock::small_vector_base<::Vec3 > &output) const
MCFOLD void $setIsOnScreen (::Actor &, bool const, float) const
MCFOLD bool $shouldUpdateBonesAndEffectsIfOffScreen (::RenderParams &) const
MCFOLD bool $shouldUpdateEffectsIfOffScreen (::RenderParams &) const
MCAPI ::std::vector<::NameTagRenderObjectextractRenderTextObjects (::Tessellator &tessellator, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 const &pos, ::mce::Color const &color, float scale) const
MCAPI void * $ctor ()
virtual::mce::Color _getOverlayColor (::Actor &actor, float a) const
MCAPI::mce::MaterialPtr & getEntityMaterial ()
MCAPI::mce::MaterialPtr & getStaticMaterial ()
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 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
MCAPI void setupShaderParameters (::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, float a) const
MCAPI::mce::Color $_getOverlayColor (::Actor &actor, float a) const

Static Public Member Functions

static MCAPI void _addLeashPinToOutput (::Vec3 const &fromLeashes, ::Vec3 const &toLeashes, ::Actor const &actor, ::Actor const *roper, ::ActorUniqueID roperID, uint64 ropeIndex, float actorFrameAlpha, ::Bedrock::small_vector_base<::ActorRenderer::LeashPins > &output)
static MCAPI void _buildFlameMesh (::Tessellator &tessellator, ::std::shared_ptr<::mce::TextureGroup > textureGroup)
static MCAPI void _drawClassicLeash (::BaseActorRenderContext &renderContext, ::Vec3 const &ropeStart, ::Vec3 const &delta, ::mce::TexturePtr &tex)
static MCAPI void _drawRopeRange (::BaseActorRenderContext &renderContext, int begin, int end, ::Vec3 const &basisX, ::Vec3 const &basisY, ::Vec3 const &deltaNorm, ::RopePoints const &nodes, ::mce::TexturePtr &tex, float a, ::Vec3 *startPoint, ::Vec3 *endPoint)
static MCAPI void _getLeashPins (float actorFrameAlpha, ::BaseActorRenderContext &renderContext, ::Actor &actor, ::Bedrock::small_vector_base<::ActorRenderer::LeashPins > &output, ::Bedrock::small_vector_base<::Vec3 > &leashFromOffsets)
static MCAPI bool isDitheringEnabled (::BaseActorRenderContext const &renderContext, ::Actor const &actor)
static MCAPI void renderDebugAttachPos (int renderAttachPos, ::Actor const &mob)
static MCAPI void renderFlame (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
static MCAPI void renderLeash (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData, ::Bedrock::small_vector_base<::ActorRenderer::LeashPins > &allLeashPins)
static MCAPI void resetTextures ()
static MCAPI ::Vec2 const & DEFAULT_RENDER_BOUNDS ()
static MCAPI ::mce::MaterialPtrmFlameMaterial ()
static MCAPI ::mce::MeshmFlameMesh ()
static MCAPI ::ActorTextureInfomFlameTexture ()
static MCAPI ::mce::MaterialPtrmLeashMat ()
static MCAPI ::mce::TexturePtrmLeashTexture ()
static MCAPI void ** $vftable ()
static MCAPI ::BaseActorRenderer::NameplateBackgroundInfo _makeTextBackground (::Tessellator &tessellator, ::std::string const &str, ::std::vector< int > const &widths)
static MCAPI void renderText (::ScreenContext &screenContext, ::ViewRenderData const &viewData, ::NameTagRenderObject const &tagData, ::Font &font, ::mce::Mesh const &nameplateBackgroundMesh)
static MCAPI ::mce::Color const & NAME_TAG_BACKGROUND_COLOR ()
static MCAPI ::mce::Color const & NAME_TAG_BACKGROUND_COLOR_EDU ()
static MCAPI void setupFoilShaderParameters (::ScreenContext &screenContext, ::TextureUVCoordinateSet const &icon)
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, float br, ::mce::Color const &overlayColor, bool dimensionHasCeiling)
static MCAPI void setupShaderParameters (::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2)
static MCAPI void setupShaderParameters (::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Brightness lightEmission)
static MCAPI void setupShaderParameters (::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Vec4 const &uvAnim)
static MCAPI void setupShaderParameters (::ScreenContext &screenContext, ::BlockSource &source, ::BrightnessPair const &lightColorUV, float, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim)
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, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec4 const &uvAnim, float br, float, bool isEnchanted)
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 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 &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 ::mce::Color getOverlayColor (::Actor &actor, float)
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 ::ResourceLocation const & GLINT_ACTOR_TEXTURE_LOCATION ()
static MCAPI ::ResourceLocation const & GLINT_ITEM_TEXTURE_LOCATION ()

Public Attributes

::ll::TypedStorage< 1, 1, bool > mRenderingInventory
::ll::TypedStorage< 1, 1, bool const > mHasWaterHole
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmEntityAlphatestMaterial
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmEntityAlphatestGlintMaterial
::ll::TypedStorage< 8, 32, ::mce::TexturePtrmGlintTexture
::ll::TypedStorage< 8, 32, ::mce::TexturePtrmAtlasTexture
::ll::TypedStorage< 8, 16, ::std::shared_ptr<::mce::TextureGroup > > mTextureGroup
::ll::TypedStorage< 4, 24, ::AABBmBaseRenderBounds
::ll::TypedStorage< 8, 16, ::std::shared_ptr<::Model > > mModel
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmNameTagBackgroundMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmNameTagTextMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmDepthTestedNameTagMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmDepthTestedNameTextMat
::ll::UntypedStorage< 8, 16 > mUnk9a9efa
::ll::UntypedStorage< 8, 16 > mUnk15cfc5
::ll::UntypedStorage< 8, 16 > mUnk12e716

Member Function Documentation

◆ $vftable()

MCAPI void ** ActorRenderer::$vftable ( )
static
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getEntityMaterial()

MCAPI::mce::MaterialPtr & ActorShaderManager::getEntityMaterial ( )
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getStaticMaterial()

MCAPI::mce::MaterialPtr & ActorShaderManager::getStaticMaterial ( )
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getTransparentEntityMaterial()

MCAPI::mce::MaterialPtr & ActorShaderManager::getTransparentEntityMaterial ( )
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupFoilShaderParameters() [1/4]

MCAPI void ActorShaderManager::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
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupFoilShaderParameters() [2/4]

MCAPI void ActorShaderManager::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
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupFoilShaderParameters() [3/4]

MCAPI void ActorShaderManager::setupFoilShaderParameters ( ::ScreenContext & screenContext,
::TextureUVCoordinateSet const & icon )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupFoilShaderParameters() [4/4]

MCAPI void ActorShaderManager::setupFoilShaderParameters ( ::ScreenContext & screenContext,
::mce::Color const & overlay,
::mce::Color const & changeColor,
::mce::Color const & changeColor2,
::Vec2 const & uvScale )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [1/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
::BaseActorRenderContext & entityContext,
::Actor & actor,
float a ) const
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [2/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
float br,
::mce::Color const & overlayColor,
bool dimensionHasCeiling )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [3/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
::mce::Color const & overlay,
::mce::Color const & changeColor,
::mce::Color const & changeColor2 )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [4/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
::BaseActorRenderContext & entityContext,
::Actor & actor,
::mce::Color const & overlay,
float ,
::Brightness lightEmission )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [5/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
::BaseActorRenderContext & entityContext,
::Actor & actor,
::mce::Color const & overlay,
float ,
::Vec4 const & uvAnim )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [6/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
::BlockSource & source,
::BrightnessPair const & lightColorUV,
float ,
bool ignoreLighting,
::LightTexture & lightTexture,
::Vec2 const & uvScale,
::Vec4 const & uvAnim )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [7/11]

MCAPI void ActorShaderManager::setupShaderParameters ( ::ScreenContext & screenContext,
::BlockSource & source,
::BlockPos const & pos,
float a,
bool ignoreLighting,
::LightTexture & lightTexture,
::Vec2 const & uvScale,
::Vec4 const & uvAnim )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [8/11]

MCAPI void ActorShaderManager::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 )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [9/11]

MCAPI void ActorShaderManager::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 )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [10/11]

MCAPI void ActorShaderManager::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  )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setupShaderParameters() [11/11]

MCAPI void ActorShaderManager::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 )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getOverlayColor()

MCAPI ::mce::Color ActorShaderManager::getOverlayColor ( ::Actor & actor,
float  )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setEntityConstants()

MCAPI void ActorShaderManager::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 )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ GLINT_ACTOR_TEXTURE_LOCATION()

MCAPI ::ResourceLocation const & ActorShaderManager::GLINT_ACTOR_TEXTURE_LOCATION ( )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ GLINT_ITEM_TEXTURE_LOCATION()

MCAPI ::ResourceLocation const & ActorShaderManager::GLINT_ITEM_TEXTURE_LOCATION ( )
staticinherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ $_getOverlayColor()

MCAPI::mce::Color ActorShaderManager::$_getOverlayColor ( ::Actor & actor,
float a ) const
inherited
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

The documentation for this class was generated from the following files: