Package zombie.core.sprite
Class GenericSpriteRenderState
java.lang.Object
zombie.core.sprite.GenericSpriteRenderState
- Direct Known Subclasses:
SpriteRenderState
,SpriteRenderStateUI
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Field Summary
Modifier and TypeFieldDescriptionboolean
boolean
final int
int
final ArrayList<TextureDraw>
Style[]
static final byte
static final byte
static final byte
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Method Summary
Modifier and TypeMethodDescriptionvoid
void
clear()
void
static void
clearSprites
(List<TextureDraw> postRender) void
void
doCoreIntParam
(int id, float val) void
void
drawModel
(ModelManager.ModelSlot model) void
drawParticles
(int playerIndex, int var1, int var2) void
drawPuddles
(Shader shader, int playerIndex, int apiId, int z) void
drawSkyBox
(Shader shader, int playerIndex, int apiId, int bufferId) void
void
void
glAlphaFunc
(int a, float b) void
glBind
(int a) void
glBlendEquation
(int a) void
glBlendFunc
(int a, int b) void
glBlendFuncSeparate
(int a, int b, int c, int d) void
glBuffer
(int i, int p) void
glClear
(int a) void
glClearColor
(int r, int g, int b, int a) void
glColorMask
(int a, int b, int c, int d) void
glDepthMask
(boolean b) void
glDisable
(int a) void
void
glDoEndFrameFx
(int player) void
glDoStartFrame
(int w, int h, float zoom, int player) void
glDoStartFrame
(int w, int h, float zoom, int player, boolean isTextFrame) void
glDoStartFrameFx
(int w, int h, int player) void
glEnable
(int a) void
glGenerateMipMaps
(int a) void
glIgnoreStyles
(boolean b) void
void
glStencilFunc
(int a, int b, int c) void
glStencilMask
(int a) void
glStencilOp
(int a, int b, int c) void
glTexParameteri
(int a, int b, int c) void
glViewport
(int x, int y, int width, int height) boolean
isReady()
boolean
boolean
void
onReady()
void
void
void
render
(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) void
render
(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) void
render
(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4, Consumer<TextureDraw> texdModifier) void
render
(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, int c1, int c2, int c3, int c4) void
render
(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) void
renderdebug
(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) void
renderflipped
(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) void
renderline
(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, int thickness) void
renderline
(Texture tex, int x1, int y1, int x2, int y2, float r, float g, float b, float a) void
renderPoly
(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) void
renderPoly
(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) void
renderPoly
(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4) void
renderRect
(int x, int y, int width, int height, float r, float g, float b, float a) void
setCutawayTexture
(Texture tex, int x, int y, int w, int h) void
setExtraWallShaderParams
(SpriteRenderer.WallShaderTexRender wallTexRender) void
setUseVertColorsArray
(byte whichShader, int c0, int c1, int c2, int c3) void
ShaderUpdate1f
(int shaderID, int uniform, float uniformValue) void
ShaderUpdate1i
(int shaderID, int uniform, int uniformValue) void
ShaderUpdate2f
(int shaderID, int uniform, float value1, float value2) void
ShaderUpdate3f
(int shaderID, int uniform, float value1, float value2, float value3) void
ShaderUpdate4f
(int shaderID, int uniform, float value1, float value2, float value3, float value4) void
StartShader
(int iD, int playerIndex)
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Field Details
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index
public final int index -
sprite
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style
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numSprites
public int numSprites -
fbo
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bRendered
public boolean bRendered -
postRender
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defaultStyle
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bCursorVisible
public boolean bCursorVisible -
UVCA_NONE
public static final byte UVCA_NONE- See Also:
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UVCA_CIRCLE
public static final byte UVCA_CIRCLE- See Also:
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UVCA_NOCIRCLE
public static final byte UVCA_NOCIRCLE- See Also:
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Method Details
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onRendered
public void onRendered() -
onRenderAcquired
public void onRenderAcquired() -
isRendering
public boolean isRendering() -
onReady
public void onReady() -
isReady
public boolean isReady() -
isRendered
public boolean isRendered() -
CheckSpriteSlots
public void CheckSpriteSlots() -
clearSprites
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clear
public void clear() -
glDepthMask
public void glDepthMask(boolean b) -
renderflipped
public void renderflipped(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
drawSkyBox
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drawWater
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drawPuddles
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drawParticles
public void drawParticles(int playerIndex, int var1, int var2) -
glDisable
public void glDisable(int a) -
glEnable
public void glEnable(int a) -
glStencilMask
public void glStencilMask(int a) -
glClear
public void glClear(int a) -
glClearColor
public void glClearColor(int r, int g, int b, int a) -
glStencilFunc
public void glStencilFunc(int a, int b, int c) -
glStencilOp
public void glStencilOp(int a, int b, int c) -
glColorMask
public void glColorMask(int a, int b, int c, int d) -
glAlphaFunc
public void glAlphaFunc(int a, float b) -
glBlendFunc
public void glBlendFunc(int a, int b) -
glBlendFuncSeparate
public void glBlendFuncSeparate(int a, int b, int c, int d) -
glBlendEquation
public void glBlendEquation(int a) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
render
public void render(Texture tex, double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) -
setUseVertColorsArray
public void setUseVertColorsArray(byte whichShader, int c0, int c1, int c2, int c3) -
clearUseVertColorsArray
public void clearUseVertColorsArray() -
renderdebug
public void renderdebug(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r1, float g1, float b1, float a1, float r2, float g2, float b2, float a2, float r3, float g3, float b3, float a3, float r4, float g4, float b4, float a4, Consumer<TextureDraw> texdModifier) -
renderline
public void renderline(Texture tex, float x1, float y1, float x2, float y2, float r, float g, float b, float a, int thickness) -
renderline
public void renderline(Texture tex, int x1, int y1, int x2, int y2, float r, float g, float b, float a) -
render
public void render(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, int c1, int c2, int c3, int c4) -
render
public void render(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, Consumer<TextureDraw> texdModifier) -
renderRect
public void renderRect(int x, int y, int width, int height, float r, float g, float b, float a) -
renderPoly
public void renderPoly(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) -
renderPoly
public void renderPoly(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a) -
renderPoly
public void renderPoly(Texture tex, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4) -
render
public void render(Texture tex, float x, float y, float width, float height, float r, float g, float b, float a, float u1, float v1, float u2, float v2, float u3, float v3, float u4, float v4, Consumer<TextureDraw> texdModifier) -
glBuffer
public void glBuffer(int i, int p) -
glDoStartFrame
public void glDoStartFrame(int w, int h, float zoom, int player) -
glDoStartFrame
public void glDoStartFrame(int w, int h, float zoom, int player, boolean isTextFrame) -
glDoStartFrameFx
public void glDoStartFrameFx(int w, int h, int player) -
glIgnoreStyles
public void glIgnoreStyles(boolean b) -
glDoEndFrame
public void glDoEndFrame() -
glDoEndFrameFx
public void glDoEndFrameFx(int player) -
doCoreIntParam
public void doCoreIntParam(int id, float val) -
glTexParameteri
public void glTexParameteri(int a, int b, int c) -
setCutawayTexture
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clearCutawayTexture
public void clearCutawayTexture() -
setExtraWallShaderParams
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ShaderUpdate1i
public void ShaderUpdate1i(int shaderID, int uniform, int uniformValue) -
ShaderUpdate1f
public void ShaderUpdate1f(int shaderID, int uniform, float uniformValue) -
ShaderUpdate2f
public void ShaderUpdate2f(int shaderID, int uniform, float value1, float value2) -
ShaderUpdate3f
public void ShaderUpdate3f(int shaderID, int uniform, float value1, float value2, float value3) -
ShaderUpdate4f
public void ShaderUpdate4f(int shaderID, int uniform, float value1, float value2, float value3, float value4) -
glLoadIdentity
public void glLoadIdentity() -
glGenerateMipMaps
public void glGenerateMipMaps(int a) -
glBind
public void glBind(int a) -
glViewport
public void glViewport(int x, int y, int width, int height) -
drawModel
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drawGeneric
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StartShader
public void StartShader(int iD, int playerIndex) -
EndShader
public void EndShader()
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