RenderPassBackend.java

com.mojang.blaze3d.systems.RenderPassBackend

信息

  • 全限定名:com.mojang.blaze3d.systems.RenderPassBackend
  • 类型:public interface
  • 包:com.mojang.blaze3d.systems
  • 源码路径:src/main/java/com/mojang/blaze3d/systems/RenderPassBackend.java
  • 起始行号:L16
  • 继承:AutoCloseable
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

方法

下面的方法块按源码顺序生成。

void pushDebugGroup(Supplier<String> label) @ L17

  • 方法名:pushDebugGroup
  • 源码定位:L17
  • 返回类型:void
  • 修饰符:package-private

参数:

  • label: Supplier

说明:

TODO

void popDebugGroup() @ L19

  • 方法名:popDebugGroup
  • 源码定位:L19
  • 返回类型:void
  • 修饰符:package-private

参数:

说明:

TODO

void setPipeline(RenderPipeline pipeline) @ L21

  • 方法名:setPipeline
  • 源码定位:L21
  • 返回类型:void
  • 修饰符:package-private

参数:

  • pipeline: RenderPipeline

说明:

TODO

void bindTexture(String name, GpuTextureView textureView, GpuSampler sampler) @ L23

  • 方法名:bindTexture
  • 源码定位:L23
  • 返回类型:void
  • 修饰符:package-private

参数:

  • name: String
  • textureView: GpuTextureView
  • sampler: GpuSampler

说明:

TODO

void setUniform(String name, GpuBuffer value) @ L25

  • 方法名:setUniform
  • 源码定位:L25
  • 返回类型:void
  • 修饰符:package-private

参数:

  • name: String
  • value: GpuBuffer

说明:

TODO

void setUniform(String name, GpuBufferSlice value) @ L27

  • 方法名:setUniform
  • 源码定位:L27
  • 返回类型:void
  • 修饰符:package-private

参数:

  • name: String
  • value: GpuBufferSlice

说明:

TODO

void enableScissor(int x, int y, int width, int height) @ L29

  • 方法名:enableScissor
  • 源码定位:L29
  • 返回类型:void
  • 修饰符:package-private

参数:

  • x: int
  • y: int
  • width: int
  • height: int

说明:

TODO

void disableScissor() @ L31

  • 方法名:disableScissor
  • 源码定位:L31
  • 返回类型:void
  • 修饰符:package-private

参数:

说明:

TODO

void setVertexBuffer(int slot, GpuBuffer vertexBuffer) @ L33

  • 方法名:setVertexBuffer
  • 源码定位:L33
  • 返回类型:void
  • 修饰符:package-private

参数:

  • slot: int
  • vertexBuffer: GpuBuffer

说明:

TODO

void setIndexBuffer(GpuBuffer indexBuffer, VertexFormat.IndexType indexType) @ L35

  • 方法名:setIndexBuffer
  • 源码定位:L35
  • 返回类型:void
  • 修饰符:package-private

参数:

  • indexBuffer: GpuBuffer
  • indexType: VertexFormat.IndexType

说明:

TODO

void drawIndexed(int baseVertex, int firstIndex, int indexCount, int instanceCount) @ L37

  • 方法名:drawIndexed
  • 源码定位:L37
  • 返回类型:void
  • 修饰符:package-private

参数:

  • baseVertex: int
  • firstIndex: int
  • indexCount: int
  • instanceCount: int

说明:

TODO

<T> void drawMultipleIndexed(Collection<RenderPass.Draw<T>> draws, GpuBuffer defaultIndexBuffer, VertexFormat.IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument) @ L39

  • 方法名:drawMultipleIndexed
  • 源码定位:L39
  • 返回类型: void
  • 修饰符:package-private

参数:

  • draws: Collection<RenderPass.Draw>
  • defaultIndexBuffer: GpuBuffer
  • defaultIndexType: VertexFormat.IndexType
  • dynamicUniforms: Collection
  • uniformArgument: T

说明:

TODO

void draw(int firstVertex, int vertexCount) @ L47

  • 方法名:draw
  • 源码定位:L47
  • 返回类型:void
  • 修饰符:package-private

参数:

  • firstVertex: int
  • vertexCount: int

说明:

TODO

void close() @ L49

  • 方法名:close
  • 源码定位:L49
  • 返回类型:void
  • 修饰符:package-private

参数:

说明:

TODO

boolean isClosed() @ L52

  • 方法名:isClosed
  • 源码定位:L52
  • 返回类型:boolean
  • 修饰符:package-private

参数:

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public interface RenderPassBackend extends AutoCloseable {
    void pushDebugGroup(final Supplier<String> label);
 
    void popDebugGroup();
 
    void setPipeline(final RenderPipeline pipeline);
 
    void bindTexture(final String name, final @Nullable GpuTextureView textureView, final @Nullable GpuSampler sampler);
 
    void setUniform(final String name, final GpuBuffer value);
 
    void setUniform(final String name, final GpuBufferSlice value);
 
    void enableScissor(final int x, final int y, final int width, final int height);
 
    void disableScissor();
 
    void setVertexBuffer(final int slot, final GpuBuffer vertexBuffer);
 
    void setIndexBuffer(final GpuBuffer indexBuffer, final VertexFormat.IndexType indexType);
 
    void drawIndexed(final int baseVertex, final int firstIndex, final int indexCount, final int instanceCount);
 
    <T> void drawMultipleIndexed(
        final Collection<RenderPass.Draw<T>> draws,
        final @Nullable GpuBuffer defaultIndexBuffer,
        final VertexFormat.@Nullable IndexType defaultIndexType,
        final Collection<String> dynamicUniforms,
        final T uniformArgument
    );
 
    void draw(final int firstVertex, final int vertexCount);
 
    @Override
    void close();
 
    boolean isClosed();
}

引用的其他类