SubmitNodeStorage.java
net.minecraft.client.renderer.SubmitNodeStorage
信息
- 全限定名:net.minecraft.client.renderer.SubmitNodeStorage
- 类型:public class
- 包:net.minecraft.client.renderer
- 源码路径:src/main/java/net/minecraft/client/renderer/SubmitNodeStorage.java
- 起始行号:L32
- 实现:SubmitNodeCollector
- 职责:
TODO
字段/常量
submitsPerOrder- 类型:
Int2ObjectAVLTreeMap<SubmitNodeCollection> - 修饰符:
private final - 源码定位:
L33 - 说明:
TODO
- 类型:
内部类/嵌套类型
-
net.minecraft.client.renderer.SubmitNodeStorage.BlockModelSubmit- 类型:
record - 修饰符:
public - 源码定位:
L181 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.BreakingBlockModelSubmit- 类型:
record - 修饰符:
public - 源码定位:
L193 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.CustomGeometrySubmit- 类型:
record - 修饰符:
public - 源码定位:
L197 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.FlameSubmit- 类型:
record - 修饰符:
public - 源码定位:
L201 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.ItemSubmit- 类型:
record - 修饰符:
public - 源码定位:
L205 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.LeashSubmit- 类型:
record - 修饰符:
public - 源码定位:
L218 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.ModelPartSubmit- 类型:
record - 修饰符:
public - 源码定位:
L222 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.ModelSubmit- 类型:
record - 修饰符:
public - 源码定位:
L237 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.MovingBlockSubmit- 类型:
record - 修饰符:
public - 源码定位:
L251 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.NameTagSubmit- 类型:
record - 修饰符:
public - 源码定位:
L255 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.ShadowSubmit- 类型:
record - 修饰符:
public - 源码定位:
L259 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.TextSubmit- 类型:
record - 修饰符:
public - 源码定位:
L263 - 说明:
TODO
- 类型:
-
net.minecraft.client.renderer.SubmitNodeStorage.TranslucentModelSubmit- 类型:
record - 修饰符:
public - 源码定位:
L278 - 说明:
TODO
- 类型:
构造器
- 无
方法
下面的方法块按源码顺序生成。
public SubmitNodeCollection order(int order) @ L35
- 方法名:order
- 源码定位:L35
- 返回类型:SubmitNodeCollection
- 修饰符:public
参数:
- order: int
说明:
TODO
public void submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces) @ L39
- 方法名:submitShadow
- 源码定位:L39
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- radius: float
- pieces: List<EntityRenderState.ShadowPiece>
说明:
TODO
public void submitNameTag(PoseStack poseStack, Vec3 nameTagAttachment, int offset, Component name, boolean seeThrough, int lightCoords, double distanceToCameraSq, CameraRenderState camera) @ L44
- 方法名:submitNameTag
- 源码定位:L44
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- nameTagAttachment: Vec3
- offset: int
- name: Component
- seeThrough: boolean
- lightCoords: int
- distanceToCameraSq: double
- camera: CameraRenderState
说明:
TODO
public void submitText(PoseStack poseStack, float x, float y, FormattedCharSequence string, boolean dropShadow, Font.DisplayMode displayMode, int lightCoords, int color, int backgroundColor, int outlineColor) @ L58
- 方法名:submitText
- 源码定位:L58
- 返回类型:void
- 修饰符:public
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
public void submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation) @ L74
- 方法名:submitFlame
- 源码定位:L74
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- renderState: EntityRenderState
- rotation: Quaternionf
说明:
TODO
public void submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState) @ L79
- 方法名:submitLeash
- 源码定位:L79
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- leashState: EntityRenderState.LeashState
说明:
TODO
public <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) @ L84
- 方法名:submitModel
- 源码定位:L84
- 返回类型:
void - 修饰符:public
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
public 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) @ L100
- 方法名:submitModelPart
- 源码定位:L100
- 返回类型:void
- 修饰符:public
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
public void submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState) @ L120
- 方法名:submitMovingBlock
- 源码定位:L120
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- movingBlockRenderState: MovingBlockRenderState
说明:
TODO
public void submitBlockModel(PoseStack poseStack, RenderType renderType, List<BlockStateModelPart> modelParts, int[] tintLayers, int lightCoords, int overlayCoords, int outlineColor) @ L125
- 方法名:submitBlockModel
- 源码定位:L125
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- renderType: RenderType
- modelParts: List
- tintLayers: int[]
- lightCoords: int
- overlayCoords: int
- outlineColor: int
说明:
TODO
public void submitBreakingBlockModel(PoseStack poseStack, BlockStateModel model, long seed, int progress) @ L138
- 方法名:submitBreakingBlockModel
- 源码定位:L138
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- model: BlockStateModel
- seed: long
- progress: int
说明:
TODO
public void submitItem(PoseStack poseStack, ItemDisplayContext displayContext, int lightCoords, int overlayCoords, int outlineColor, int[] tintLayers, List<BakedQuad> quads, ItemStackRenderState.FoilType foilType) @ L143
- 方法名:submitItem
- 源码定位:L143
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- displayContext: ItemDisplayContext
- lightCoords: int
- overlayCoords: int
- outlineColor: int
- tintLayers: int[]
- quads: List
- foilType: ItemStackRenderState.FoilType
说明:
TODO
public void submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) @ L157
- 方法名:submitCustomGeometry
- 源码定位:L157
- 返回类型:void
- 修饰符:public
参数:
- poseStack: PoseStack
- renderType: RenderType
- customGeometryRenderer: SubmitNodeCollector.CustomGeometryRenderer
说明:
TODO
public void submitParticleGroup(SubmitNodeCollector.ParticleGroupRenderer particleGroupRenderer) @ L162
- 方法名:submitParticleGroup
- 源码定位:L162
- 返回类型:void
- 修饰符:public
参数:
- particleGroupRenderer: SubmitNodeCollector.ParticleGroupRenderer
说明:
TODO
public void clear() @ L167
- 方法名:clear
- 源码定位:L167
- 返回类型:void
- 修饰符:public
参数:
- 无
说明:
TODO
public void endFrame() @ L171
- 方法名:endFrame
- 源码定位:L171
- 返回类型:void
- 修饰符:public
参数:
- 无
说明:
TODO
public Int2ObjectAVLTreeMap<SubmitNodeCollection> getSubmitsPerOrder() @ L176
- 方法名:getSubmitsPerOrder
- 源码定位:L176
- 返回类型:Int2ObjectAVLTreeMap
- 修饰符:public
参数:
- 无
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class SubmitNodeStorage implements SubmitNodeCollector {
private final Int2ObjectAVLTreeMap<SubmitNodeCollection> submitsPerOrder = new Int2ObjectAVLTreeMap<>();
public SubmitNodeCollection order(int order) {
return this.submitsPerOrder.computeIfAbsent(order, ignored -> new SubmitNodeCollection(this));
}
@Override
public void submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces) {
this.order(0).submitShadow(poseStack, radius, pieces);
}
@Override
public void submitNameTag(
PoseStack poseStack,
@Nullable Vec3 nameTagAttachment,
int offset,
Component name,
boolean seeThrough,
int lightCoords,
double distanceToCameraSq,
CameraRenderState camera
) {
this.order(0).submitNameTag(poseStack, nameTagAttachment, offset, name, seeThrough, lightCoords, distanceToCameraSq, camera);
}
@Override
public void submitText(
PoseStack poseStack,
float x,
float y,
FormattedCharSequence string,
boolean dropShadow,
Font.DisplayMode displayMode,
int lightCoords,
int color,
int backgroundColor,
int outlineColor
) {
this.order(0).submitText(poseStack, x, y, string, dropShadow, displayMode, lightCoords, color, backgroundColor, outlineColor);
}
@Override
public void submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation) {
this.order(0).submitFlame(poseStack, renderState, rotation);
}
@Override
public void submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState) {
this.order(0).submitLeash(poseStack, leashState);
}
@Override
public <S> void submitModel(
Model<? super S> model,
S state,
PoseStack poseStack,
RenderType renderType,
int lightCoords,
int overlayCoords,
int tintedColor,
@Nullable TextureAtlasSprite sprite,
int outlineColor,
ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
) {
this.order(0).submitModel(model, state, poseStack, renderType, lightCoords, overlayCoords, tintedColor, sprite, outlineColor, crumblingOverlay);
}
@Override
public void submitModelPart(
ModelPart modelPart,
PoseStack poseStack,
RenderType renderType,
int lightCoords,
int overlayCoords,
@Nullable TextureAtlasSprite sprite,
boolean sheeted,
boolean hasFoil,
int tintedColor,
ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay,
int outlineColor
) {
this.order(0)
.submitModelPart(
modelPart, poseStack, renderType, lightCoords, overlayCoords, sprite, sheeted, hasFoil, tintedColor, crumblingOverlay, outlineColor
);
}
@Override
public void submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState) {
this.order(0).submitMovingBlock(poseStack, movingBlockRenderState);
}
@Override
public void submitBlockModel(
PoseStack poseStack,
RenderType renderType,
List<BlockStateModelPart> modelParts,
int[] tintLayers,
int lightCoords,
int overlayCoords,
int outlineColor
) {
this.order(0).submitBlockModel(poseStack, renderType, modelParts, tintLayers, lightCoords, overlayCoords, outlineColor);
}
@Override
public void submitBreakingBlockModel(PoseStack poseStack, BlockStateModel model, long seed, int progress) {
this.order(0).submitBreakingBlockModel(poseStack, model, seed, progress);
}
@Override
public void submitItem(
PoseStack poseStack,
ItemDisplayContext displayContext,
int lightCoords,
int overlayCoords,
int outlineColor,
int[] tintLayers,
List<BakedQuad> quads,
ItemStackRenderState.FoilType foilType
) {
this.order(0).submitItem(poseStack, displayContext, lightCoords, overlayCoords, outlineColor, tintLayers, quads, foilType);
}
@Override
public void submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) {
this.order(0).submitCustomGeometry(poseStack, renderType, customGeometryRenderer);
}
@Override
public void submitParticleGroup(SubmitNodeCollector.ParticleGroupRenderer particleGroupRenderer) {
this.order(0).submitParticleGroup(particleGroupRenderer);
}
public void clear() {
this.submitsPerOrder.values().forEach(SubmitNodeCollection::clear);
}
public void endFrame() {
this.submitsPerOrder.values().removeIf(collection -> !collection.wasUsed());
this.submitsPerOrder.values().forEach(SubmitNodeCollection::endFrame);
}
public Int2ObjectAVLTreeMap<SubmitNodeCollection> getSubmitsPerOrder() {
return this.submitsPerOrder;
}
@OnlyIn(Dist.CLIENT)
public record BlockModelSubmit(
PoseStack.Pose pose,
RenderType renderType,
List<BlockStateModelPart> modelParts,
int[] tintLayers,
int lightCoords,
int overlayCoords,
int outlineColor
) {
}
@OnlyIn(Dist.CLIENT)
public record BreakingBlockModelSubmit(PoseStack.Pose pose, BlockStateModel model, long seed, int progress) {
}
@OnlyIn(Dist.CLIENT)
public record CustomGeometrySubmit(PoseStack.Pose pose, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) {
}
@OnlyIn(Dist.CLIENT)
public record FlameSubmit(PoseStack.Pose pose, EntityRenderState entityRenderState, Quaternionf rotation) {
}
@OnlyIn(Dist.CLIENT)
public record ItemSubmit(
PoseStack.Pose pose,
ItemDisplayContext displayContext,
int lightCoords,
int overlayCoords,
int outlineColor,
int[] tintLayers,
List<BakedQuad> quads,
ItemStackRenderState.FoilType foilType
) {
}
@OnlyIn(Dist.CLIENT)
public record LeashSubmit(Matrix4f pose, EntityRenderState.LeashState leashState) {
}
@OnlyIn(Dist.CLIENT)
public record ModelPartSubmit(
PoseStack.Pose pose,
ModelPart modelPart,
int lightCoords,
int overlayCoords,
@Nullable TextureAtlasSprite sprite,
boolean sheeted,
boolean hasFoil,
int tintedColor,
ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay,
int outlineColor
) {
}
@OnlyIn(Dist.CLIENT)
public record ModelSubmit<S>(
PoseStack.Pose pose,
Model<? super S> model,
S state,
int lightCoords,
int overlayCoords,
int tintedColor,
@Nullable TextureAtlasSprite sprite,
int outlineColor,
ModelFeatureRenderer.@Nullable CrumblingOverlay crumblingOverlay
) {
}
@OnlyIn(Dist.CLIENT)
public record MovingBlockSubmit(Matrix4fc pose, MovingBlockRenderState movingBlockRenderState) {
}
@OnlyIn(Dist.CLIENT)
public record NameTagSubmit(Matrix4fc pose, float x, float y, Component text, int lightCoords, int color, int backgroundColor, double distanceToCameraSq) {
}
@OnlyIn(Dist.CLIENT)
public record ShadowSubmit(Matrix4fc pose, float radius, List<EntityRenderState.ShadowPiece> pieces) {
}
@OnlyIn(Dist.CLIENT)
public record TextSubmit(
Matrix4fc pose,
float x,
float y,
FormattedCharSequence string,
boolean dropShadow,
Font.DisplayMode displayMode,
int lightCoords,
int color,
int backgroundColor,
int outlineColor
) {
}
@OnlyIn(Dist.CLIENT)
public record TranslucentModelSubmit<S>(SubmitNodeStorage.ModelSubmit<S> modelSubmit, RenderType renderType, Vector3f position) {
}
}引用的其他类
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
字段/构造调用/返回值 - 关联成员:
SubmitNodeCollection()
- 引用位置:
-
- 引用位置:
参数/实现
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
参数
- 引用位置: