Class TextureDraw

java.lang.Object
zombie.core.textures.TextureDraw

public final class TextureDraw extends Object
  • Field Details

    • nextZ

      public static float nextZ
    • nextChunkDepth

      public static float nextChunkDepth
    • imDrawData

      public imgui.ImDrawData imDrawData
    • probe

    • type

      public TextureDraw.Type type
    • a

      public int a
    • b

      public int b
    • f1

      public float f1
    • vars

      public float[] vars
    • c

      public int c
    • d

      public int d
    • col0

      public int col0
    • col1

      public int col1
    • col2

      public int col2
    • col3

      public int col3
    • x0

      public float x0
    • x1

      public float x1
    • x2

      public float x2
    • x3

      public float x3
    • y0

      public float y0
    • y1

      public float y1
    • y2

      public float y2
    • y3

      public float y3
    • u0

      public float u0
    • u1

      public float u1
    • u2

      public float u2
    • u3

      public float u3
    • v0

      public float v0
    • v1

      public float v1
    • v2

      public float v2
    • v3

      public float v3
    • z

      public float z
    • chunkDepth

      public float chunkDepth
    • tex

      public Texture tex
    • tex1

      public Texture tex1
    • tex2

      public Texture tex2
    • useAttribArray

      public byte useAttribArray
    • tex1_u0

      public float tex1_u0
    • tex1_u1

      public float tex1_u1
    • tex1_u2

      public float tex1_u2
    • tex1_u3

      public float tex1_u3
    • tex1_v0

      public float tex1_v0
    • tex1_v1

      public float tex1_v1
    • tex1_v2

      public float tex1_v2
    • tex1_v3

      public float tex1_v3
    • tex1_col0

      public int tex1_col0
    • tex1_col1

      public int tex1_col1
    • tex1_col2

      public int tex1_col2
    • tex1_col3

      public int tex1_col3
    • tex2_u0

      public float tex2_u0
    • tex2_u1

      public float tex2_u1
    • tex2_u2

      public float tex2_u2
    • tex2_u3

      public float tex2_u3
    • tex2_v0

      public float tex2_v0
    • tex2_v1

      public float tex2_v1
    • tex2_v2

      public float tex2_v2
    • tex2_v3

      public float tex2_v3
    • bSingleCol

      public boolean bSingleCol
    • flipped

      public boolean flipped
    • drawer

    • future

      public Future<?> future
  • Constructor Details

    • TextureDraw

      public TextureDraw()
  • Method Details

    • glStencilFunc

      public static void glStencilFunc(TextureDraw texd, int _a, int _b, int _c)
    • glBuffer

      public static void glBuffer(TextureDraw texd, int _a, int _b)
    • glStencilOp

      public static void glStencilOp(TextureDraw texd, int _a, int _b, int _c)
    • glDisable

      public static void glDisable(TextureDraw texd, int _a)
    • glClear

      public static void glClear(TextureDraw texd, int _a)
    • glBindFramebuffer

      public static void glBindFramebuffer(TextureDraw textureDraw, int int0, int int1)
    • glClearDepth

      public static void glClearDepth(TextureDraw textureDraw, float float0)
    • glClearColor

      public static void glClearColor(TextureDraw texd, int r, int g, int _b, int _a)
    • NewFrame

      public static void NewFrame(TextureDraw textureDraw)
    • glDepthFunc

      public static void glDepthFunc(TextureDraw textureDraw, int int0)
    • glEnable

      public static void glEnable(TextureDraw texd, int _a)
    • glAlphaFunc

      public static void glAlphaFunc(TextureDraw texd, int _a, float _b)
    • glColorMask

      public static void glColorMask(TextureDraw texd, int _a, int _b, int _c, int _d)
    • glStencilMask

      public static void glStencilMask(TextureDraw texd, int _a)
    • glBlendFunc

      public static void glBlendFunc(TextureDraw texd, int _a, int _b)
    • glBlendFuncSeparate

      public static void glBlendFuncSeparate(TextureDraw texd, int _a, int _b, int _c, int _d)
    • glBlendEquation

      public static void glBlendEquation(TextureDraw texd, int _a)
    • pushIsoView

      public static void pushIsoView(TextureDraw textureDraw, float float0, float float1, float float2, float float3, boolean boolean0)
    • popIsoView

      public static void popIsoView(TextureDraw textureDraw)
    • glDoEndFrame

      public static void glDoEndFrame(TextureDraw texd)
    • glDoEndFrameFx

      public static void glDoEndFrameFx(TextureDraw texd, int player)
    • glIgnoreStyles

      public static void glIgnoreStyles(TextureDraw texd, boolean _b)
    • glDoStartFrame

      public static void glDoStartFrame(TextureDraw texd, int w, int h, float zoom, int player)
    • glDoStartFrameNoZoom

      public static void glDoStartFrameNoZoom(TextureDraw textureDraw, int int0, int int1, float float0, int int2)
    • glDoStartFrameFlipY

      public static void glDoStartFrameFlipY(TextureDraw textureDraw, int int0, int int1, float float0, int int2)
    • glDoStartFrame

      public static void glDoStartFrame(TextureDraw texd, int w, int h, float zoom, int player, boolean isTextFrame)
    • glDoStartFrameFx

      public static void glDoStartFrameFx(TextureDraw texd, int w, int h, int player)
    • glTexParameteri

      public static void glTexParameteri(TextureDraw texd, int _a, int _b, int _c)
    • drawModel

      public static void drawModel(TextureDraw texd, ModelManager.ModelSlot model)
    • drawSkyBox

      public static void drawSkyBox(TextureDraw texd, Shader shader, int userId, int apiId, int bufferId)
    • drawWater

      public static void drawWater(TextureDraw texd, Shader shader, int userId, int apiId, boolean bShore)
    • drawPuddles

      public static void drawPuddles(TextureDraw textureDraw, int int0, int int1, int int2, int int3)
    • drawParticles

      public static void drawParticles(TextureDraw texd, int userId, int var1, int var2)
    • StartShader

      public static void StartShader(TextureDraw texd, int iD)
    • ShaderUpdate1i

      public static void ShaderUpdate1i(TextureDraw texd, int shaderID, int uniform, int uniformValue)
    • ShaderUpdate1f

      public static void ShaderUpdate1f(TextureDraw texd, int shaderID, int uniform, float uniformValue)
    • ShaderUpdate2f

      public static void ShaderUpdate2f(TextureDraw texd, int shaderID, int uniform, float value1, float value2)
    • ShaderUpdate3f

      public static void ShaderUpdate3f(TextureDraw texd, int shaderID, int uniform, float value1, float value2, float value3)
    • ShaderUpdate4f

      public static void ShaderUpdate4f(TextureDraw texd, int shaderID, int uniform, float value1, float value2, float value3, float value4)
    • FBORenderChunkStart

      public static void FBORenderChunkStart(TextureDraw textureDraw, int int0, boolean boolean0)
    • FBORenderChunkEnd

      public static void FBORenderChunkEnd(TextureDraw textureDraw)
    • releaseFBORenderChunkLock

      public static void releaseFBORenderChunkLock(TextureDraw textureDraw)
    • run

      public void run()
    • glDepthMask

      public static void glDepthMask(TextureDraw textureDraw, boolean _b)
    • doCoreIntParam

      public static void doCoreIntParam(TextureDraw textureDraw, int id, float val)
    • toString

      public String toString()
      Overrides:
      toString in class Object
    • Create

      public static TextureDraw Create(TextureDraw texd, Texture _tex, float x, float y, float width, float height, float r, float g, float _b, float _a, Consumer<TextureDraw> texdModifier)
    • Create

      public static TextureDraw Create(TextureDraw texd, Texture _tex, SpriteRenderer.WallShaderTexRender wallSection, float x, float y, float width, float height, float r, float g, float _b, float _a, Consumer<TextureDraw> texdModifier)
    • Create

      public static TextureDraw Create(TextureDraw texd, 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)
    • Create

      public static void Create(TextureDraw texd, 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)
    • Create

      public static void Create(TextureDraw texd, 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)
    • Create

      public static void Create(TextureDraw texd, 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)
    • Create

      public static TextureDraw Create(TextureDraw texd, 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, Consumer<TextureDraw> texdModifier)
    • Create

      public static TextureDraw Create(TextureDraw texd, Texture _tex, float _x0, float _y0, float _x1, float _y1, float _x2, float _y2, float _x3, float _y3, int c0, int c1, int c2, int c3, float _u0, float _v0, float _u1, float _v1, float _u2, float _v2, float _u3, float _v3, Consumer<TextureDraw> texdModifier)
    • getColor

      public int getColor(int i)
    • reset

      public void reset()
    • glLoadIdentity

      public static void glLoadIdentity(TextureDraw textureDraw)
    • glGenerateMipMaps

      public static void glGenerateMipMaps(TextureDraw textureDraw, int _a)
    • glBind

      public static void glBind(TextureDraw textureDraw, int _a)
    • glViewport

      public static void glViewport(TextureDraw textureDraw, int x, int y, int width, int height)
    • DrawQueued

      public static void DrawQueued(TextureDraw textureDraw, ModelManager.ModelSlot modelSlot)
    • RenderQueued

      public static void RenderQueued(TextureDraw textureDraw)
    • BeginProfile

      public static void BeginProfile(TextureDraw textureDraw, PerformanceProfileProbe performanceProfileProbe)
    • EndProfile

      public static void EndProfile(TextureDraw textureDraw, PerformanceProfileProbe performanceProfileProbe)
    • postRender

      public void postRender()