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
- 无
内部类/嵌套类型
- 无
构造器
- 无
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);
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