DynamicUniforms.java

net.minecraft.client.renderer.DynamicUniforms

信息

  • 全限定名:net.minecraft.client.renderer.DynamicUniforms
  • 类型:public class
  • 包:net.minecraft.client.renderer
  • 源码路径:src/main/java/net/minecraft/client/renderer/DynamicUniforms.java
  • 起始行号:L17
  • 实现:AutoCloseable
  • 职责:

    TODO

字段/常量

  • TRANSFORM_UBO_SIZE

    • 类型: int
    • 修饰符: public static final
    • 源码定位: L18
    • 说明:

      TODO

  • CHUNK_SECTION_UBO_SIZE

    • 类型: int
    • 修饰符: public static final
    • 源码定位: L19
    • 说明:

      TODO

  • INITIAL_CAPACITY

    • 类型: int
    • 修饰符: private static final
    • 源码定位: L20
    • 说明:

      TODO

  • transforms

    • 类型: DynamicUniformStorage<DynamicUniforms.Transform>
    • 修饰符: private final
    • 源码定位: L21
    • 说明:

      TODO

  • chunkSections

    • 类型: DynamicUniformStorage<DynamicUniforms.ChunkSectionInfo>
    • 修饰符: private final
    • 源码定位: L22
    • 说明:

      TODO

内部类/嵌套类型

  • net.minecraft.client.renderer.DynamicUniforms.ChunkSectionInfo

    • 类型: record
    • 修饰符: public
    • 源码定位: L53
    • 说明:

      TODO

  • net.minecraft.client.renderer.DynamicUniforms.Transform

    • 类型: record
    • 修饰符: public
    • 源码定位: L66
    • 说明:

      TODO

构造器

方法

下面的方法块按源码顺序生成。

public void reset() @ L26

  • 方法名:reset
  • 源码定位:L26
  • 返回类型:void
  • 修饰符:public

参数:

说明:

TODO

public void close() @ L31

  • 方法名:close
  • 源码定位:L31
  • 返回类型:void
  • 修饰符:public

参数:

说明:

TODO

public GpuBufferSlice writeTransform(Matrix4fc modelView, Vector4fc colorModulator, Vector3fc modelOffset, Matrix4fc textureMatrix) @ L37

  • 方法名:writeTransform
  • 源码定位:L37
  • 返回类型:GpuBufferSlice
  • 修饰符:public

参数:

  • modelView: Matrix4fc
  • colorModulator: Vector4fc
  • modelOffset: Vector3fc
  • textureMatrix: Matrix4fc

说明:

TODO

public GpuBufferSlice[] writeTransforms(DynamicUniforms.Transform... transforms) @ L44

  • 方法名:writeTransforms
  • 源码定位:L44
  • 返回类型:GpuBufferSlice[]
  • 修饰符:public

参数:

  • transforms: DynamicUniforms.Transform…

说明:

TODO

public GpuBufferSlice[] writeChunkSections(DynamicUniforms.ChunkSectionInfo... infos) @ L48

  • 方法名:writeChunkSections
  • 源码定位:L48
  • 返回类型:GpuBufferSlice[]
  • 修饰符:public

参数:

  • infos: DynamicUniforms.ChunkSectionInfo…

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class DynamicUniforms implements AutoCloseable {
    public static final int TRANSFORM_UBO_SIZE = new Std140SizeCalculator().putMat4f().putVec4().putVec3().putMat4f().get();
    public static final int CHUNK_SECTION_UBO_SIZE = new Std140SizeCalculator().putMat4f().putFloat().putIVec2().putIVec3().get();
    private static final int INITIAL_CAPACITY = 2;
    private final DynamicUniformStorage<DynamicUniforms.Transform> transforms = new DynamicUniformStorage<>("Dynamic Transforms UBO", TRANSFORM_UBO_SIZE, 2);
    private final DynamicUniformStorage<DynamicUniforms.ChunkSectionInfo> chunkSections = new DynamicUniformStorage<>(
        "Chunk Sections UBO", CHUNK_SECTION_UBO_SIZE, 2
    );
 
    public void reset() {
        this.transforms.endFrame();
        this.chunkSections.endFrame();
    }
 
    @Override
    public void close() {
        this.transforms.close();
        this.chunkSections.close();
    }
 
    public GpuBufferSlice writeTransform(Matrix4fc modelView, Vector4fc colorModulator, Vector3fc modelOffset, Matrix4fc textureMatrix) {
        return this.transforms
            .writeUniform(
                new DynamicUniforms.Transform(new Matrix4f(modelView), new Vector4f(colorModulator), new Vector3f(modelOffset), new Matrix4f(textureMatrix))
            );
    }
 
    public GpuBufferSlice[] writeTransforms(DynamicUniforms.Transform... transforms) {
        return this.transforms.writeUniforms(transforms);
    }
 
    public GpuBufferSlice[] writeChunkSections(DynamicUniforms.ChunkSectionInfo... infos) {
        return this.chunkSections.writeUniforms(infos);
    }
 
    @OnlyIn(Dist.CLIENT)
    public record ChunkSectionInfo(Matrix4fc modelView, int x, int y, int z, float visibility, int textureAtlasWidth, int textureAtlasHeight)
        implements DynamicUniformStorage.DynamicUniform {
        @Override
        public void write(ByteBuffer buffer) {
            Std140Builder.intoBuffer(buffer)
                .putMat4f(this.modelView)
                .putFloat(this.visibility)
                .putIVec2(this.textureAtlasWidth, this.textureAtlasHeight)
                .putIVec3(this.x, this.y, this.z);
        }
    }
 
    @OnlyIn(Dist.CLIENT)
    public record Transform(Matrix4fc modelView, Vector4fc colorModulator, Vector3fc modelOffset, Matrix4fc textureMatrix)
        implements DynamicUniformStorage.DynamicUniform {
        @Override
        public void write(ByteBuffer buffer) {
            Std140Builder.intoBuffer(buffer).putMat4f(this.modelView).putVec4(this.colorModulator).putVec3(this.modelOffset).putMat4f(this.textureMatrix);
        }
    }
}

引用的其他类