OrderedSubmitNodeCollector.java

net.minecraft.client.renderer.OrderedSubmitNodeCollector

信息

  • 全限定名:net.minecraft.client.renderer.OrderedSubmitNodeCollector
  • 类型:public interface
  • 包:net.minecraft.client.renderer
  • 源码路径:src/main/java/net/minecraft/client/renderer/OrderedSubmitNodeCollector.java
  • 起始行号:L31
  • 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 submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces) @ L32

  • 方法名:submitShadow
  • 源码定位:L32
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • radius: float
  • pieces: List<EntityRenderState.ShadowPiece>

说明:

TODO

void submitNameTag(PoseStack poseStack, Vec3 nameTagAttachment, int offset, Component name, boolean seeThrough, int lightCoords, double distanceToCameraSq, CameraRenderState camera) @ L34

  • 方法名:submitNameTag
  • 源码定位:L34
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • nameTagAttachment: Vec3
  • offset: int
  • name: Component
  • seeThrough: boolean
  • lightCoords: int
  • distanceToCameraSq: double
  • camera: CameraRenderState

说明:

TODO

void submitText(PoseStack poseStack, float x, float y, FormattedCharSequence string, boolean dropShadow, Font.DisplayMode displayMode, int lightCoords, int color, int backgroundColor, int outlineColor) @ L45

  • 方法名:submitText
  • 源码定位:L45
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • x: float
  • y: float
  • string: FormattedCharSequence
  • dropShadow: boolean
  • displayMode: Font.DisplayMode
  • lightCoords: int
  • color: int
  • backgroundColor: int
  • outlineColor: int

说明:

TODO

void submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation) @ L58

  • 方法名:submitFlame
  • 源码定位:L58
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • renderState: EntityRenderState
  • rotation: Quaternionf

说明:

TODO

void submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState) @ L60

  • 方法名:submitLeash
  • 源码定位:L60
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • leashState: EntityRenderState.LeashState

说明:

TODO

<S> void submitModel(Model<?super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, TextureAtlasSprite sprite, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) @ L62

  • 方法名:submitModel
  • 源码定位:L62
  • 返回类型: void
  • 修饰符:package-private

参数:

  • model: Model<?super S>
  • state: S
  • poseStack: PoseStack
  • renderType: RenderType
  • lightCoords: int
  • overlayCoords: int
  • tintedColor: int
  • sprite: TextureAtlasSprite
  • outlineColor: int
  • crumblingOverlay: ModelFeatureRenderer.CrumblingOverlay

说明:

TODO

default <S> void submitModel(Model<?super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) @ L75

  • 方法名:submitModel
  • 源码定位:L75
  • 返回类型: void
  • 修饰符:default

参数:

  • model: Model<?super S>
  • state: S
  • poseStack: PoseStack
  • renderType: RenderType
  • lightCoords: int
  • overlayCoords: int
  • outlineColor: int
  • crumblingOverlay: ModelFeatureRenderer.CrumblingOverlay

说明:

TODO

default <S> void submitModel(Model<?super S> model, S state, PoseStack poseStack, Identifier texture, int lightCoords, int overlayCoords, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) @ L88

  • 方法名:submitModel
  • 源码定位:L88
  • 返回类型: void
  • 修饰符:default

参数:

  • model: Model<?super S>
  • state: S
  • poseStack: PoseStack
  • texture: Identifier
  • lightCoords: int
  • overlayCoords: int
  • outlineColor: int
  • crumblingOverlay: ModelFeatureRenderer.CrumblingOverlay

说明:

TODO

default <S> void submitModel(Model<S> model, S state, PoseStack poseStack, int lightCoords, int overlayCoords, int tintedColor, SpriteId sprite, SpriteGetter sprites, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) @ L101

  • 方法名:submitModel
  • 源码定位:L101
  • 返回类型: void
  • 修饰符:default

参数:

  • model: Model
  • state: S
  • poseStack: PoseStack
  • lightCoords: int
  • overlayCoords: int
  • tintedColor: int
  • sprite: SpriteId
  • sprites: SpriteGetter
  • outlineColor: int
  • crumblingOverlay: ModelFeatureRenderer.CrumblingOverlay

说明:

TODO

default void submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, TextureAtlasSprite sprite) @ L127

  • 方法名:submitModelPart
  • 源码定位:L127
  • 返回类型:void
  • 修饰符:default

参数:

  • modelPart: ModelPart
  • poseStack: PoseStack
  • renderType: RenderType
  • lightCoords: int
  • overlayCoords: int
  • sprite: TextureAtlasSprite

说明:

TODO

default void submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, TextureAtlasSprite sprite, int tintedColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) @ L133

  • 方法名:submitModelPart
  • 源码定位:L133
  • 返回类型:void
  • 修饰符:default

参数:

  • modelPart: ModelPart
  • poseStack: PoseStack
  • renderType: RenderType
  • lightCoords: int
  • overlayCoords: int
  • sprite: TextureAtlasSprite
  • tintedColor: int
  • crumblingOverlay: ModelFeatureRenderer.CrumblingOverlay

说明:

TODO

default void submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil) @ L146

  • 方法名:submitModelPart
  • 源码定位:L146
  • 返回类型:void
  • 修饰符:default

参数:

  • modelPart: ModelPart
  • poseStack: PoseStack
  • renderType: RenderType
  • lightCoords: int
  • overlayCoords: int
  • sprite: TextureAtlasSprite
  • sheeted: boolean
  • hasFoil: boolean

说明:

TODO

void submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) @ L159

  • 方法名:submitModelPart
  • 源码定位:L159
  • 返回类型:void
  • 修饰符:package-private

参数:

  • modelPart: ModelPart
  • poseStack: PoseStack
  • renderType: RenderType
  • lightCoords: int
  • overlayCoords: int
  • sprite: TextureAtlasSprite
  • sheeted: boolean
  • hasFoil: boolean
  • tintedColor: int
  • crumblingOverlay: ModelFeatureRenderer.CrumblingOverlay
  • outlineColor: int

说明:

TODO

void submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState) @ L173

  • 方法名:submitMovingBlock
  • 源码定位:L173
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • movingBlockRenderState: MovingBlockRenderState

说明:

TODO

void submitBlockModel(PoseStack poseStack, RenderType renderType, List<BlockStateModelPart> parts, int[] tintLayers, int lightCoords, int overlayCoords, int outlineColor) @ L175

  • 方法名:submitBlockModel
  • 源码定位:L175
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • renderType: RenderType
  • parts: List
  • tintLayers: int[]
  • lightCoords: int
  • overlayCoords: int
  • outlineColor: int

说明:

TODO

void submitBreakingBlockModel(PoseStack poseStack, BlockStateModel model, long seed, int progress) @ L179

  • 方法名:submitBreakingBlockModel
  • 源码定位:L179
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • model: BlockStateModel
  • seed: long
  • progress: int

说明:

TODO

void submitItem(PoseStack poseStack, ItemDisplayContext displayContext, int lightCoords, int overlayCoords, int outlineColor, int[] tintLayers, List<BakedQuad> quads, ItemStackRenderState.FoilType foilType) @ L181

  • 方法名:submitItem
  • 源码定位:L181
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • displayContext: ItemDisplayContext
  • lightCoords: int
  • overlayCoords: int
  • outlineColor: int
  • tintLayers: int[]
  • quads: List
  • foilType: ItemStackRenderState.FoilType

说明:

TODO

void submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) @ L192

  • 方法名:submitCustomGeometry
  • 源码定位:L192
  • 返回类型:void
  • 修饰符:package-private

参数:

  • poseStack: PoseStack
  • renderType: RenderType
  • customGeometryRenderer: SubmitNodeCollector.CustomGeometryRenderer

说明:

TODO

void submitParticleGroup(SubmitNodeCollector.ParticleGroupRenderer particleGroupRenderer) @ L194

  • 方法名:submitParticleGroup
  • 源码定位:L194
  • 返回类型:void
  • 修饰符:package-private

参数:

  • particleGroupRenderer: SubmitNodeCollector.ParticleGroupRenderer

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public interface OrderedSubmitNodeCollector {
    void submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces);
 
    void submitNameTag(
        PoseStack poseStack,
        @Nullable Vec3 nameTagAttachment,
        final int offset,
        Component name,
        boolean seeThrough,
        int lightCoords,
        double distanceToCameraSq,
        final CameraRenderState camera
    );
 
    void submitText(
        PoseStack poseStack,
        float x,
        float y,
        FormattedCharSequence string,
        boolean dropShadow,
        Font.DisplayMode displayMode,
        int lightCoords,
        int color,
        int backgroundColor,
        int outlineColor
    );
 
    void submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation);
 
    void submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState);
 
    <S> void submitModel(
        Model<? super S> model,
        S state,
        PoseStack poseStack,
        RenderType renderType,
        int lightCoords,
        int overlayCoords,
        int tintedColor,
        @Nullable TextureAtlasSprite sprite,
        int outlineColor,
        final ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
    );
 
    default <S> void submitModel(
        Model<? super S> model,
        S state,
        PoseStack poseStack,
        RenderType renderType,
        int lightCoords,
        int overlayCoords,
        int outlineColor,
        ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
    ) {
        this.submitModel(model, state, poseStack, renderType, lightCoords, overlayCoords, -1, null, outlineColor, crumblingOverlay);
    }
 
    default <S> void submitModel(
        Model<? super S> model,
        S state,
        PoseStack poseStack,
        Identifier texture,
        int lightCoords,
        int overlayCoords,
        int outlineColor,
        ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
    ) {
        this.submitModel(model, state, poseStack, model.renderType(texture), lightCoords, overlayCoords, -1, null, outlineColor, crumblingOverlay);
    }
 
    default <S> void submitModel(
        Model<S> model,
        S state,
        PoseStack poseStack,
        int lightCoords,
        int overlayCoords,
        int tintedColor,
        SpriteId sprite,
        SpriteGetter sprites,
        int outlineColor,
        ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
    ) {
        this.submitModel(
            model,
            state,
            poseStack,
            sprite.renderType(model.renderType()),
            lightCoords,
            overlayCoords,
            tintedColor,
            sprites.get(sprite),
            outlineColor,
            crumblingOverlay
        );
    }
 
    default void submitModelPart(
        ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite
    ) {
        this.submitModelPart(modelPart, poseStack, renderType, lightCoords, overlayCoords, sprite, false, false, -1, null, 0);
    }
 
    default void submitModelPart(
        ModelPart modelPart,
        PoseStack poseStack,
        RenderType renderType,
        int lightCoords,
        int overlayCoords,
        @Nullable TextureAtlasSprite sprite,
        int tintedColor,
        ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
    ) {
        this.submitModelPart(modelPart, poseStack, renderType, lightCoords, overlayCoords, sprite, false, false, tintedColor, crumblingOverlay, 0);
    }
 
    default void submitModelPart(
        ModelPart modelPart,
        PoseStack poseStack,
        RenderType renderType,
        int lightCoords,
        int overlayCoords,
        @Nullable TextureAtlasSprite sprite,
        boolean sheeted,
        boolean hasFoil
    ) {
        this.submitModelPart(modelPart, poseStack, renderType, lightCoords, overlayCoords, sprite, sheeted, hasFoil, -1, null, 0);
    }
 
    void submitModelPart(
        ModelPart modelPart,
        PoseStack poseStack,
        RenderType renderType,
        int lightCoords,
        int overlayCoords,
        @Nullable TextureAtlasSprite sprite,
        boolean sheeted,
        boolean hasFoil,
        int tintedColor,
        final ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay,
        final int outlineColor
    );
 
    void submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState);
 
    void submitBlockModel(
        PoseStack poseStack, RenderType renderType, List<BlockStateModelPart> parts, int[] tintLayers, int lightCoords, int overlayCoords, int outlineColor
    );
 
    void submitBreakingBlockModel(PoseStack poseStack, BlockStateModel model, long seed, int progress);
 
    void submitItem(
        PoseStack poseStack,
        ItemDisplayContext displayContext,
        int lightCoords,
        int overlayCoords,
        int outlineColor,
        int[] tintLayers,
        List<BakedQuad> quads,
        ItemStackRenderState.FoilType foilType
    );
 
    void submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer);
 
    void submitParticleGroup(SubmitNodeCollector.ParticleGroupRenderer particleGroupRenderer);
}

引用的其他类