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
    • type

      public TextureDraw.Type type
    • flipped

      public boolean flipped
    • 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
    • tex1U0

      public float tex1U0
    • tex1U1

      public float tex1U1
    • tex1U2

      public float tex1U2
    • tex1U3

      public float tex1U3
    • tex1V0

      public float tex1V0
    • tex1V1

      public float tex1V1
    • tex1V2

      public float tex1V2
    • tex1V3

      public float tex1V3
    • tex1Col0

      public int tex1Col0
    • tex1Col1

      public int tex1Col1
    • tex1Col2

      public int tex1Col2
    • tex1Col3

      public int tex1Col3
    • tex2U0

      public float tex2U0
    • tex2U1

      public float tex2U1
    • tex2U2

      public float tex2U2
    • tex2U3

      public float tex2U3
    • tex2V0

      public float tex2V0
    • tex2V1

      public float tex2V1
    • tex2V2

      public float tex2V2
    • tex2V3

      public float tex2V3
    • singleCol

      public boolean singleCol
    • imDrawData

      public imgui.ImDrawData imDrawData
    • probe

    • 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 texd, int binding, int fbo)
    • glClearDepth

      public static void glClearDepth(TextureDraw texd, float d)
    • glClearColor

      public static void glClearColor(TextureDraw texd, int r, int g, int b, int a)
    • NewFrame

      public static void NewFrame(TextureDraw texd)
    • glDepthFunc

      public static void glDepthFunc(TextureDraw texd, int a)
    • 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 texd, float ox, float oy, float oz, float useangle, boolean vehicle)
    • popIsoView

      public static void popIsoView(TextureDraw texd)
    • 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 texd, int w, int h, float zoom, int player)
    • glDoStartFrameFlipY

      public static void glDoStartFrameFlipY(TextureDraw texd, int x, int y, float zoom, int player)
    • 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 modelSlot)
    • 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 texd, int playerIndex, int z, int firstSquare, int numSquares)
    • drawParticles

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

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

      public static void StartShader(TextureDraw texd, int iD, ShaderUniformSetter uniforms)
    • 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 index, boolean bClear)
    • 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 texd, ModelManager.ModelSlot model)
    • RenderQueued

      public static void RenderQueued(TextureDraw texd)
    • BeginProfile

      public static void BeginProfile(TextureDraw texd, PerformanceProfileProbe probe)
    • EndProfile

      public static void EndProfile(TextureDraw texd, PerformanceProfileProbe probe)
    • postRender

      public void postRender()