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virtual void | render (::BaseActorRenderContext &, ::BlockActorRenderData &)=0 |
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virtual void | renderAlpha (::BaseActorRenderContext &renderContext, ::BlockActorRenderData &blockEntityRenderData) |
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virtual ::std::vector<::NameTagRenderObject > | extractText (::Tessellator &tessellator, ::BlockActor &entity, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 camTargetPos) |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ClientPBRTextureData const &actorTextureData) const |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ActorTextureInfo const &actorTextureInfo) const |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::mce::ClientTexture const &texture) const |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ClientPBRTextureData const &actorTextureData, ::mce::MaterialPtr const &forcedMaterial) const |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ActorTextureInfo const &actorTextureInfo, ::mce::MaterialPtr const &forcedMaterial, ::mce::ClientTexture const &forcedTexture) const |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::PBRTexturePtrs const &actorTexturePtrs, ::mce::MaterialPtr const &forcedMaterial, ::mce::ClientTexture const &forcedTexture) const |
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MCAPI void | _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::mce::ClientTexture const &texture, ::mce::MaterialPtr const &forcedMaterial, ::mce::ClientTexture const &forcedTexture) const |
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MCFOLD void | $dtor () |
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MCFOLD void | $renderAlpha (::BaseActorRenderContext &renderContext, ::BlockActorRenderData &blockEntityRenderData) |
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MCAPI ::std::vector<::NameTagRenderObject > | $extractText (::Tessellator &tessellator, ::BlockActor &entity, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 camTargetPos) |
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MCAPI ::std::vector<::NameTagRenderObject > | extractRenderTextObjects (::Tessellator &tessellator, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 const &pos, ::mce::Color const &color, float scale) const |
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MCAPI void * | $ctor () |
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virtual::mce::Color | _getOverlayColor (::Actor &actor, float a) const |
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MCAPI::mce::MaterialPtr & | getEntityMaterial () |
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MCAPI::mce::MaterialPtr & | getStaticMaterial () |
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MCAPI::mce::MaterialPtr & | getTransparentEntityMaterial () |
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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 |
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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 |
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MCAPI void | setupShaderParameters (::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, float a) const |
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MCAPI::mce::Color | $_getOverlayColor (::Actor &actor, float a) const |
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| static MCAPI void ** | $vftable () |
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static MCAPI ::BaseActorRenderer::NameplateBackgroundInfo | _makeTextBackground (::Tessellator &tessellator, ::std::string const &str, ::std::vector< int > const &widths) |
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static MCAPI void | renderText (::ScreenContext &screenContext, ::ViewRenderData const &viewData, ::NameTagRenderObject const &tagData, ::Font &font, ::mce::Mesh const &nameplateBackgroundMesh) |
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static MCAPI ::mce::Color const & | NAME_TAG_BACKGROUND_COLOR () |
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static MCAPI ::mce::Color const & | NAME_TAG_BACKGROUND_COLOR_EDU () |
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static MCAPI void | setupFoilShaderParameters (::ScreenContext &screenContext, ::TextureUVCoordinateSet const &icon) |
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static MCAPI void | setupFoilShaderParameters (::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale) |
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static MCAPI void | setupShaderParameters (::ScreenContext &screenContext, float br, ::mce::Color const &overlayColor, bool dimensionHasCeiling) |
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static MCAPI void | setupShaderParameters (::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2) |
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static MCAPI void | setupShaderParameters (::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Brightness lightEmission) |
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static MCAPI void | setupShaderParameters (::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Vec4 const &uvAnim) |
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static MCAPI void | setupShaderParameters (::ScreenContext &screenContext, ::BlockSource &source, ::BrightnessPair const &lightColorUV, float, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim) |
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static MCAPI void | setupShaderParameters (::ScreenContext &screenContext, ::BlockSource &source, ::BlockPos const &pos, float a, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim) |
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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) |
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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) |
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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) |
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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) |
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static MCAPI ::mce::Color | getOverlayColor (::Actor &actor, float) |
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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) |
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static MCAPI ::ResourceLocation const & | GLINT_ACTOR_TEXTURE_LOCATION () |
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static MCAPI ::ResourceLocation const & | GLINT_ITEM_TEXTURE_LOCATION () |