Class GenericSpriteRenderState
java.lang.Object
zombie.core.sprite.GenericSpriteRenderState
- Direct Known Subclasses:
SpriteRenderState, SpriteRenderStateUI
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Field Summary
FieldsModifier and TypeFieldDescriptionfinal gnu.trove.map.hash.TIntObjectHashMap<FBORenderChunk> booleanfinal intintfinal ArrayList<TextureDraw> booleanStyle[]static final bytestatic final bytestatic final bytestatic final byte -
Method Summary
Modifier and TypeMethodDescriptionvoidvoidvoidclear()voidstatic voidclearSprites(List<TextureDraw> postRender) voidvoiddoCoreIntParam(int id, float val) voiddrawModel(ModelManager.ModelSlot model) voiddrawParticles(int playerIndex, int var1, int var2) voiddrawPuddles(int playerIndex, int z, int firstSquare, int numSquares) voiddrawQueued(ModelManager.ModelSlot model) voiddrawSkyBox(Shader shader, int playerIndex, int apiId, int bufferId) voidvoidvoidvoidvoidFBORenderChunkStart(int index, boolean bClear) voidglAlphaFunc(int a, float b) voidglBind(int a) voidglBindFramebuffer(int binding, int fbo) voidglBlendEquation(int a) voidglBlendFunc(int a, int b) voidglBlendFuncSeparate(int a, int b, int c, int d) voidglBuffer(int i, int p) voidglClear(int a) voidglClearColor(int r, int g, int b, int a) voidglClearDepth(float d) voidglColorMask(int a, int b, int c, int d) voidglDepthFunc(int a) voidglDepthMask(boolean b) voidglDisable(int a) voidvoidglDoEndFrameFx(int player) voidglDoStartFrame(int w, int h, float zoom, int player) voidglDoStartFrame(int w, int h, float zoom, int player, boolean isTextFrame) voidglDoStartFrameFlipY(int w, int h, float zoom, int player) voidglDoStartFrameFx(int w, int h, int player) voidglDoStartFrameNoZoom(int w, int h, float zoom, int player) voidglEnable(int a) voidglGenerateMipMaps(int a) voidglIgnoreStyles(boolean b) voidvoidglStencilFunc(int a, int b, int c) voidglStencilMask(int a) voidglStencilOp(int a, int b, int c) voidglTexParameteri(int a, int b, int c) voidglViewport(int x, int y, int width, int height) booleanisReady()booleanbooleanvoidNewFrame()voidonReady()voidvoidvoidvoidpushIsoView(float ox, float oy, float oz, float useangle, boolean vehicle) voidvoidrender(imgui.ImDrawData drawData) voidrender(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, double u1, double v1, double u2, double v2, double u3, double v3, double u4, double v4, float r, float g, float b, float a) voidrender(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, double depth, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) voidrender(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, double depth, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) voidrender(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) voidrender(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) voidrender(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4, Consumer<TextureDraw> texdModifier) voidrender(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, int c1, int c2, int c3, int c4) voidrender(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) voidrender(Texture tex, Texture tex2, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) voidrenderdebug(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) voidrenderflipped(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) voidrenderline(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, float thickness) voidrenderline(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, float baseThickness, float topThickness) voidrenderline(Texture tex, int x1, int y1, int x2, int y2, float r, float g, float b, float a) voidrenderlinef(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, float baseThickness, float topThickness) voidrenderlinef(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, int thickness) voidrenderPoly(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) voidrenderPoly(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) voidrenderPoly(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4) voidvoidrenderRect(int x, int y, int width, int height, float r, float g, float b, float a) voidsetCutawayTexture(Texture tex, int x, int y, int w, int h) voidsetCutawayTexture2(Texture tex, int x, int y, int w, int h) voidsetExtraWallShaderParams(SpriteRenderer.WallShaderTexRender wallTexRender) voidsetUseVertColorsArray(byte whichShader, int c0, int c1, int c2, int c3) voidShaderUpdate1f(int shaderID, int uniform, float uniformValue) voidShaderUpdate1i(int shaderID, int uniform, int uniformValue) voidShaderUpdate2f(int shaderID, int uniform, float value1, float value2) voidShaderUpdate3f(int shaderID, int uniform, float value1, float value2, float value3) voidShaderUpdate4f(int shaderID, int uniform, float value1, float value2, float value3, float value4) voidStartShader(int iD, int playerIndex) voidStartShader(int iD, int playerIndex, ShaderUniformSetter uniforms)
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Field Details
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index
public final int index -
sprite
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style
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numSprites
public int numSprites -
fbo
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rendered
public boolean rendered -
postRender
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defaultStyle
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cursorVisible
public boolean cursorVisible -
cachedRenderChunkIndexMap
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UVCA_NONE
public static final byte UVCA_NONE- See Also:
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UVCA_CIRCLE
public static final byte UVCA_CIRCLE- See Also:
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UVCA_NOCIRCLE
public static final byte UVCA_NOCIRCLE- See Also:
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UVCA_DEPTHTEXTURE
public static final byte UVCA_DEPTHTEXTURE- See Also:
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Method Details
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onRendered
public void onRendered() -
onRenderAcquired
public void onRenderAcquired() -
isRendering
public boolean isRendering() -
onReady
public void onReady() -
isReady
public boolean isReady() -
isRendered
public boolean isRendered() -
CheckSpriteSlots
public void CheckSpriteSlots() -
clearSprites
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clear
public void clear() -
glDepthMask
public void glDepthMask(boolean b) -
renderflipped
public void renderflipped(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
drawSkyBox
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drawWater
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drawPuddles
public void drawPuddles(int playerIndex, int z, int firstSquare, int numSquares) -
drawParticles
public void drawParticles(int playerIndex, int var1, int var2) -
glDisable
public void glDisable(int a) -
NewFrame
public void NewFrame() -
glDepthFunc
public void glDepthFunc(int a) -
glEnable
public void glEnable(int a) -
glStencilMask
public void glStencilMask(int a) -
glClear
public void glClear(int a) -
glBindFramebuffer
public void glBindFramebuffer(int binding, int fbo) -
glClearColor
public void glClearColor(int r, int g, int b, int a) -
glClearDepth
public void glClearDepth(float d) -
glStencilFunc
public void glStencilFunc(int a, int b, int c) -
glStencilOp
public void glStencilOp(int a, int b, int c) -
glColorMask
public void glColorMask(int a, int b, int c, int d) -
glAlphaFunc
public void glAlphaFunc(int a, float b) -
glBlendFunc
public void glBlendFunc(int a, int b) -
glBlendFuncSeparate
public void glBlendFuncSeparate(int a, int b, int c, int d) -
glBlendEquation
public void glBlendEquation(int a) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, double depth, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, double u1, double v1, double u2, double v2, double u3, double v3, double u4, double v4, float r, float g, float b, float a) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, double depth, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) -
setUseVertColorsArray
public void setUseVertColorsArray(byte whichShader, int c0, int c1, int c2, int c3) -
clearUseVertColorsArray
public void clearUseVertColorsArray() -
renderdebug
public void renderdebug(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) -
renderline
public void renderline(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, float thickness) -
renderline
public void renderline(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, float baseThickness, float topThickness) -
renderline
public void renderline(Texture tex, int x1, int y1, int x2, int y2, float r, float g, float b, float a) -
renderlinef
public void renderlinef(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, int thickness) -
renderlinef
public void renderlinef(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, float baseThickness, float topThickness) -
render
public void render(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, int c1, int c2, int c3, int c4) -
render
public void render(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
render
public void render(Texture tex, Texture tex2, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
renderRect
public void renderRect(int x, int y, int width, int height, float r, float g, float b, float a) -
renderPoly
public void renderPoly(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) -
renderPoly
public void renderPoly(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) -
renderPoly
public void renderPoly(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4) -
render
public void render(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4, Consumer<TextureDraw> texdModifier) -
glBuffer
public void glBuffer(int i, int p) -
glDoStartFrame
public void glDoStartFrame(int w, int h, float zoom, int player) -
glDoStartFrame
public void glDoStartFrame(int w, int h, float zoom, int player, boolean isTextFrame) -
glDoStartFrameNoZoom
public void glDoStartFrameNoZoom(int w, int h, float zoom, int player) -
glDoStartFrameFlipY
public void glDoStartFrameFlipY(int w, int h, float zoom, int player) -
glDoStartFrameFx
public void glDoStartFrameFx(int w, int h, int player) -
glIgnoreStyles
public void glIgnoreStyles(boolean b) -
pushIsoView
public void pushIsoView(float ox, float oy, float oz, float useangle, boolean vehicle) -
popIsoView
public void popIsoView() -
glDoEndFrame
public void glDoEndFrame() -
glDoEndFrameFx
public void glDoEndFrameFx(int player) -
doCoreIntParam
public void doCoreIntParam(int id, float val) -
glTexParameteri
public void glTexParameteri(int a, int b, int c) -
setCutawayTexture
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clearCutawayTexture
public void clearCutawayTexture() -
setCutawayTexture2
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setExtraWallShaderParams
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ShaderUpdate1i
public void ShaderUpdate1i(int shaderID, int uniform, int uniformValue) -
ShaderUpdate1f
public void ShaderUpdate1f(int shaderID, int uniform, float uniformValue) -
ShaderUpdate2f
public void ShaderUpdate2f(int shaderID, int uniform, float value1, float value2) -
ShaderUpdate3f
public void ShaderUpdate3f(int shaderID, int uniform, float value1, float value2, float value3) -
ShaderUpdate4f
public void ShaderUpdate4f(int shaderID, int uniform, float value1, float value2, float value3, float value4) -
glLoadIdentity
public void glLoadIdentity() -
glGenerateMipMaps
public void glGenerateMipMaps(int a) -
glBind
public void glBind(int a) -
glViewport
public void glViewport(int x, int y, int width, int height) -
drawModel
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drawGeneric
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render
public void render(imgui.ImDrawData drawData) -
drawQueued
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renderQueued
public void renderQueued() -
beginProfile
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endProfile
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StartShader
public void StartShader(int iD, int playerIndex) -
StartShader
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EndShader
public void EndShader() -
FBORenderChunkStart
public void FBORenderChunkStart(int index, boolean bClear) -
FBORenderChunkEnd
public void FBORenderChunkEnd() -
releaseFBORenderChunkLock
public void releaseFBORenderChunkLock()
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