com.mojang.blaze3d.opengl

public class GlRenderPass

implements RenderPass

fji
com.mojang.blaze3d.opengl.GlRenderPass
net.minecraft.class_10866
net.minecraft.client.gl.RenderPassImpl

Field summary

Modifier and TypeField
protected static final int
a
MAX_VERTEX_BUFFERS
field_57866
field_57866
public static final boolean
b
VALIDATION
field_57867
IS_DEVELOPMENT
private final GlCommandEncoder
l
encoder
field_57877
resourceManager
private final boolean
m
hasDepthTexture
field_57878
hasDepth
private boolean
n
closed
field_57879
closed
protected GlRenderPipeline
c
pipeline
field_57868
pipeline
protected final GpuBuffer[]
d
vertexBuffers
field_57869
vertexBuffers
protected GpuBuffer
e
indexBuffer
field_57870
indexBuffer
protected VertexFormat$IndexType
f
indexType
field_57871
indexType
protected final ScissorState
g
scissorState
field_57872
scissorState
protected final HashMap<String, Object>
h
uniforms
field_57873
simpleUniforms
protected final HashMap<String, GpuTexture>
i
samplers
field_57874
samplerUniforms
protected final Set<String>
j
dirtyUniforms
field_57875
setSimpleUniforms
protected final Set<String>
k
dirtySamplers
field_57876
setSamplers

Constructor summary

ModifierConstructor
public (GlCommandEncoder resourceManager, boolean hasDepth)

Method summary

Modifier and TypeMethod
public boolean
a()
hasDepthTexture()
method_68407()
hasDepth()
public void
setPipeline(RenderPipeline arg0)
setPipeline(RenderPipeline arg0)
setPipeline(RenderPipeline arg0)
setPipeline(RenderPipeline arg0)
public void
bindSampler(String arg0, GpuTexture arg1)
bindSampler(String arg0, GpuTexture arg1)
bindSampler(String arg0, GpuTexture arg1)
bindSampler(String arg0, GpuTexture arg1)
public void
setUniform(String arg0, int... arg1)
setUniform(String arg0, int... arg1)
setUniform(String arg0, int... arg1)
setUniform(String arg0, int... arg1)
public void
setUniform(String arg0, float... arg1)
setUniform(String arg0, float... arg1)
setUniform(String arg0, float... arg1)
setUniform(String arg0, float... arg1)
public void
setUniform(String arg0, org.joml.Matrix4f arg1)
setUniform(String arg0, org.joml.Matrix4f arg1)
setUniform(String arg0, org.joml.Matrix4f arg1)
setUniform(String arg0, org.joml.Matrix4f arg1)
public void
enableScissor(ScissorState arg0)
enableScissor(ScissorState arg0)
enableScissor(ScissorState arg0)
enableScissor(ScissorState arg0)
public void
enableScissor(int arg0, int arg1, int arg2, int arg3)
enableScissor(int arg0, int arg1, int arg2, int arg3)
enableScissor(int arg0, int arg1, int arg2, int arg3)
enableScissor(int arg0, int arg1, int arg2, int arg3)
public void
disableScissor()
disableScissor()
public void
setVertexBuffer(int arg0, GpuBuffer arg1)
setVertexBuffer(int arg0, GpuBuffer arg1)
setVertexBuffer(int arg0, GpuBuffer arg1)
setVertexBuffer(int arg0, GpuBuffer arg1)
public void
setIndexBuffer(GpuBuffer arg0, VertexFormat$a arg1)
setIndexBuffer(GpuBuffer arg0, VertexFormat$IndexType arg1)
setIndexBuffer(GpuBuffer arg0, VertexFormat$class_5595 arg1)
setIndexBuffer(GpuBuffer arg0, VertexFormat$IndexType arg1)
public void
drawIndexed(int arg0, int arg1)
drawIndexed(int arg0, int arg1)
drawIndexed(int arg0, int arg1)
drawIndexed(int arg0, int arg1)
public void
drawMultipleIndexed(Collection<RenderPass$a> arg0, GpuBuffer arg1, VertexFormat$a arg2)
drawMultipleIndexed(Collection<RenderPass$Draw> arg0, GpuBuffer arg1, VertexFormat$IndexType arg2)
drawMultipleIndexed(Collection<RenderPass$class_10884> arg0, GpuBuffer arg1, VertexFormat$class_5595 arg2)
drawMultipleIndexed(Collection<RenderPass$RenderObject> arg0, GpuBuffer arg1, VertexFormat$IndexType arg2)
public void
draw(int arg0, int arg1)
draw(int arg0, int arg1)
draw(int arg0, int arg1)
draw(int arg0, int arg1)
public void
close()
close()