LeviLamina
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BlockActorRenderer Class Referenceabstract
Inheritance diagram for BlockActorRenderer:

Public Member Functions

virtual void render (::BaseActorRenderContext &, ::BlockActorRenderData &)=0
virtual void renderAlpha (::BaseActorRenderContext &renderContext, ::BlockActorRenderData &blockEntityRenderData)
virtual ::std::vector<::NameTagRenderObjectextractText (::Tessellator &tessellator, ::BlockActor &entity, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 camTargetPos)
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ClientPBRTextureData const &actorTextureData) const
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ActorTextureInfo const &actorTextureInfo) const
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::mce::ClientTexture const &texture) const
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ClientPBRTextureData const &actorTextureData, ::mce::MaterialPtr const &forcedMaterial) const
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::ActorTextureInfo const &actorTextureInfo, ::mce::MaterialPtr const &forcedMaterial, ::mce::ClientTexture const &forcedTexture) const
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::PBRTexturePtrs const &actorTexturePtrs, ::mce::MaterialPtr const &forcedMaterial, ::mce::ClientTexture const &forcedTexture) const
MCAPI void _renderModel (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::Model &model, ::mce::ClientTexture const &texture, ::mce::MaterialPtr const &forcedMaterial, ::mce::ClientTexture const &forcedTexture) const
MCFOLD void $dtor ()
MCFOLD void $renderAlpha (::BaseActorRenderContext &renderContext, ::BlockActorRenderData &blockEntityRenderData)
MCAPI ::std::vector<::NameTagRenderObject$extractText (::Tessellator &tessellator, ::BlockActor &entity, ::std::string const &str, ::std::vector< int > const &widths, ::Vec3 camTargetPos)
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 ** $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< 8, 16, ::mce::MaterialPtrmNameTagBackgroundMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmNameTagTextMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmDepthTestedNameTagMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmDepthTestedNameTextMat
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmEntityMaterial
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmTransparentEntityMaterial
::ll::TypedStorage< 8, 16, ::mce::MaterialPtrmStaticMaterial

Member Function Documentation

◆ $vftable()

MCAPI void ** BlockActorRenderer::$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.

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