ShadowFeatureRenderer.java

net.minecraft.client.renderer.feature.ShadowFeatureRenderer

信息

  • 全限定名:net.minecraft.client.renderer.feature.ShadowFeatureRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.feature
  • 源码路径:src/main/java/net/minecraft/client/renderer/feature/ShadowFeatureRenderer.java
  • 起始行号:L20
  • 职责:

    TODO

字段/常量

  • SHADOW_RENDER_TYPE
    • 类型: RenderType
    • 修饰符: private static final
    • 源码定位: L21
    • 说明:

      TODO

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。

public void renderTranslucent(SubmitNodeCollection nodeCollection, MultiBufferSource.BufferSource bufferSource) @ L23

  • 方法名:renderTranslucent
  • 源码定位:L23
  • 返回类型:void
  • 修饰符:public

参数:

  • nodeCollection: SubmitNodeCollection
  • bufferSource: MultiBufferSource.BufferSource

说明:

TODO

private static void shadowVertex(Matrix4fc pose, VertexConsumer buffer, int color, float x, float y, float z, float u, float v) @ L48

  • 方法名:shadowVertex
  • 源码定位:L48
  • 返回类型:void
  • 修饰符:private static

参数:

  • pose: Matrix4fc
  • buffer: VertexConsumer
  • color: int
  • x: float
  • y: float
  • z: float
  • u: float
  • v: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class ShadowFeatureRenderer {
    private static final RenderType SHADOW_RENDER_TYPE = RenderTypes.entityShadow(Identifier.withDefaultNamespace("textures/misc/shadow.png"));
 
    public void renderTranslucent(SubmitNodeCollection nodeCollection, MultiBufferSource.BufferSource bufferSource) {
        VertexConsumer buffer = bufferSource.getBuffer(SHADOW_RENDER_TYPE);
 
        for (SubmitNodeStorage.ShadowSubmit submit : nodeCollection.getShadowSubmits()) {
            for (EntityRenderState.ShadowPiece piece : submit.pieces()) {
                AABB aabb = piece.shapeBelow().bounds();
                float x01 = piece.relativeX() + (float)aabb.minX;
                float x11 = piece.relativeX() + (float)aabb.maxX;
                float y01 = piece.relativeY() + (float)aabb.minY;
                float z01 = piece.relativeZ() + (float)aabb.minZ;
                float z11 = piece.relativeZ() + (float)aabb.maxZ;
                float radius = submit.radius();
                float u0 = -x01 / 2.0F / radius + 0.5F;
                float u1 = -x11 / 2.0F / radius + 0.5F;
                float v0 = -z01 / 2.0F / radius + 0.5F;
                float v1 = -z11 / 2.0F / radius + 0.5F;
                int color = ARGB.white(piece.alpha());
                shadowVertex(submit.pose(), buffer, color, x01, y01, z01, u0, v0);
                shadowVertex(submit.pose(), buffer, color, x01, y01, z11, u0, v1);
                shadowVertex(submit.pose(), buffer, color, x11, y01, z11, u1, v1);
                shadowVertex(submit.pose(), buffer, color, x11, y01, z01, u1, v0);
            }
        }
    }
 
    private static void shadowVertex(Matrix4fc pose, VertexConsumer buffer, int color, float x, float y, float z, float u, float v) {
        Vector3f position = pose.transformPosition(x, y, z, new Vector3f());
        buffer.addVertex(position.x(), position.y(), position.z(), color, u, v, OverlayTexture.NO_OVERLAY, 15728880, 0.0F, 1.0F, 0.0F);
    }
}

引用的其他类