LeviLamina
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DataDrivenRenderer Class Reference
Inheritance diagram for DataDrivenRenderer:

Public Member Functions

virtual void getLeashOffsets (::Actor &actor, float, float, float, bool legacyOffset, ::Bedrock::small_vector_base<::Vec3 > &output) const
virtual void render (::BaseActorRenderContext &renderContext, ::ActorRenderData &actorRenderData)
virtual void renderEffects (::BaseActorRenderContext &renderContext, ::ActorRenderData &actorRenderData)
virtual::AABB getRenderBounds (::Actor const &entity) const
virtual void addAdditionalRenderingIfNeeded (::std::shared_ptr<::mce::TextureGroup > textureGroup)
virtual void setIsOnScreen (::Actor &actor, bool const isOnScreen, float distance) const
virtual bool shouldUpdateBonesAndEffectsIfOffScreen (::RenderParams &renderParams) const
virtual bool shouldUpdateEffectsIfOffScreen (::RenderParams &renderParams) const
MCAPI DataDrivenRenderer (::std::shared_ptr<::ActorResourceDefinition > definition, ::std::shared_ptr<::mce::TextureGroup > textureGroup)
MCAPI void addAgentAdditionalRendering ()
MCAPI void addBalloonAdditionalRendering ()
MCAPI void addEnderCrystalAdditionalRendering ()
MCAPI void addEnderDragonAdditionalRendering ()
MCAPI void addEnderManAdditionalRendering (::BlockTessellator *blockTesselator)
MCAPI void addGuardianAdditionalRendering ()
MCAPI void addHumanoidAdditionalRendering (::std::shared_ptr<::mce::TextureGroup > textureGroup)
MCAPI void addIronGolemAdditionalRendering (::BlockTessellator *blockTesselator)
MCAPI void addMinecartAdditionalRendering (::BlockTessellator &commonBlockRenderer)
MCAPI void addMushroomCowAdditionalRendering (::BlockTessellator &commonBlockRenderer)
MCAPI void addSnowGolemAdditionalRendering (::BlockTessellator *blockTesselator)
MCAPI void addVexAdditionalRendering ()
MCAPI void addVillagerAdditionalRendering ()
MCFOLD void addVillagerV2AdditionalRendering ()
MCFOLD void addWanderingTraderAdditionalRendering ()
MCAPI void addWitchAdditionalRendering ()
MCAPI bool armorHidden () const
MCAPI bool attachablesEnabled () const
MCAPI::V2TempComponentRequirements getV2TempComponentRequirement () const
MCAPI bool isAttachable () const
MCAPI void renderModel (::BaseActorRenderContext &renderContext, ::ActorRenderData &actorRenderData, ::Model &)
MCAPI void setupModel (::ActorRenderData &actorRenderData, ::BaseActorRenderContext *baseActorRenderContext, float actorFrameAlpha)
MCAPI void * $ctor (::std::shared_ptr<::ActorResourceDefinition > definition, ::std::shared_ptr<::mce::TextureGroup > textureGroup)
MCAPI void $dtor ()
MCAPI void $getLeashOffsets (::Actor &actor, float, float, float, bool legacyOffset, ::Bedrock::small_vector_base<::Vec3 > &output) const
MCAPI void $render (::BaseActorRenderContext &renderContext, ::ActorRenderData &actorRenderData)
MCAPI void $renderEffects (::BaseActorRenderContext &renderContext, ::ActorRenderData &actorRenderData)
MCAPI::AABB $getRenderBounds (::Actor const &entity) const
MCAPI void $addAdditionalRenderingIfNeeded (::std::shared_ptr<::mce::TextureGroup > textureGroup)
MCAPI void $setIsOnScreen (::Actor &actor, bool const isOnScreen, float distance) const
MCAPI bool $shouldUpdateBonesAndEffectsIfOffScreen (::RenderParams &renderParams) const
MCAPI bool $shouldUpdateEffectsIfOffScreen (::RenderParams &renderParams) const
virtual void renderDebug (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
virtual void renderLeash (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
virtual void renderWaterHole (::BaseActorRenderContext &, ::ActorRenderData &)
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 * $ctor ()
MCAPI void $renderDebug (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
MCAPI void $renderLeash (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData)
MCFOLD void $renderWaterHole (::BaseActorRenderContext &, ::ActorRenderData &)
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
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 getLeashOffsets (::Actor &actor, bool legacyOffset, ::Bedrock::small_vector_base<::Vec3 > &output)
static MCAPI void ** $vftable ()
static MCAPI void renderLeash (::BaseActorRenderContext &renderContext, ::ActorRenderData &entityRenderData, ::Bedrock::small_vector_base<::ActorRenderer::LeashPins > &allLeashPins)
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 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 ::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< 8, 24, ::std::vector<::std::unique_ptr<::DataDrivenRenderer_tempComponent > > > mTempComponents
::ll::TypedStorage< 8, 48, ::HashedString const > mName
::ll::TypedStorage< 1, 1, bool const > mIsAttachable
::ll::TypedStorage< 8, 32, ::mce::TexturePtrmDefaultSkin
::ll::TypedStorage< 8, 16, ::ExpressionNodemUpdateBonesAndEffectsIfOffScreen
::ll::TypedStorage< 8, 16, ::ExpressionNodemUpdateEffectsIfOffScreen
::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

◆ getLeashOffsets()

virtual void DataDrivenRenderer::getLeashOffsets ( ::Actor & actor,
float ,
float ,
float ,
bool legacyOffset,
::Bedrock::small_vector_base<::Vec3 > & output ) const
virtual

Reimplemented from ActorRenderer.

◆ render()

virtual void DataDrivenRenderer::render ( ::BaseActorRenderContext & renderContext,
::ActorRenderData & actorRenderData )
virtual

Implements ActorRenderer.

◆ renderEffects()

virtual void DataDrivenRenderer::renderEffects ( ::BaseActorRenderContext & renderContext,
::ActorRenderData & actorRenderData )
virtual

Reimplemented from ActorRenderer.

◆ addAdditionalRenderingIfNeeded()

virtual void DataDrivenRenderer::addAdditionalRenderingIfNeeded ( ::std::shared_ptr<::mce::TextureGroup > textureGroup)
virtual

Reimplemented from ActorRenderer.

◆ setIsOnScreen()

virtual void DataDrivenRenderer::setIsOnScreen ( ::Actor & actor,
bool const isOnScreen,
float distance ) const
virtual

Reimplemented from ActorRenderer.

◆ shouldUpdateBonesAndEffectsIfOffScreen()

virtual bool DataDrivenRenderer::shouldUpdateBonesAndEffectsIfOffScreen ( ::RenderParams & renderParams) const
virtual

Reimplemented from ActorRenderer.

◆ shouldUpdateEffectsIfOffScreen()

virtual bool DataDrivenRenderer::shouldUpdateEffectsIfOffScreen ( ::RenderParams & renderParams) const
virtual

Reimplemented from ActorRenderer.

◆ $vftable()

MCAPI void ** DataDrivenRenderer::$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: