Class RenderPipeline
java.lang.Object
com.mojang.blaze3d.pipeline.RenderPipeline
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic classstatic final record -
Field Summary
FieldsModifier and TypeFieldDescriptionprivate final List<BindGroupLayout> private final @Nullable ColorTargetState[]private final booleanprivate final @Nullable DepthStencilStateprivate final Identifierprivate final Identifierprivate final PolygonModeprivate final PrimitiveTopologyprivate final ShaderDefinesprivate final intprivate static intprivate final Optional<StencilTest> private final @Nullable VertexFormat[]private final Identifier -
Constructor Summary
ConstructorsModifierConstructorDescriptionprotectedRenderPipeline(Identifier location, Identifier vertexShader, Identifier fragmentShader, ShaderDefines shaderDefines, List<BindGroupLayout> bindGroupLayouts, @Nullable ColorTargetState[] colorTargetStates, @Nullable DepthStencilState depthStencilState, PolygonMode polygonMode, boolean cull, @Nullable VertexFormat[] vertexFormatPerBuffer, PrimitiveTopology primitiveTopology, int sortKey) Deprecated.protectedRenderPipeline(Identifier location, Identifier vertexShader, Identifier fragmentShader, ShaderDefines shaderDefines, List<BindGroupLayout> bindGroupLayouts, @Nullable ColorTargetState[] colorTargetStates, @Nullable DepthStencilState depthStencilState, PolygonMode polygonMode, boolean cull, @Nullable VertexFormat[] vertexFormatPerBuffer, PrimitiveTopology primitiveTopology, Optional<StencilTest> stencilTest, int sortKey) -
Method Summary
Modifier and TypeMethodDescriptionstatic RenderPipeline.Builderbuilder(RenderPipeline.Snippet... snippets) intgetVertexFormatBinding(int bindingIndex) booleanisCull()Neo: Create aRenderPipeline.Builderfrom thisRenderPipelineto adjust its configuration and build a new, modifiedRenderPipelinefrom ittoString()static voidboolean
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Field Details
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location
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vertexShader
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fragmentShader
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shaderDefines
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bindGroupLayouts
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depthStencilState
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polygonMode
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cull
private final boolean cull -
colorTargetStates
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vertexFormatPerBuffer
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primitiveTopology
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stencilTest
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sortKey
private final int sortKey -
sortKeySeed
private static int sortKeySeed
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Constructor Details
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RenderPipeline
@Deprecated protected RenderPipeline(Identifier location, Identifier vertexShader, Identifier fragmentShader, ShaderDefines shaderDefines, List<BindGroupLayout> bindGroupLayouts, @Nullable ColorTargetState[] colorTargetStates, @Nullable DepthStencilState depthStencilState, PolygonMode polygonMode, boolean cull, @Nullable VertexFormat[] vertexFormatPerBuffer, PrimitiveTopology primitiveTopology, int sortKey) -
RenderPipeline
protected RenderPipeline(Identifier location, Identifier vertexShader, Identifier fragmentShader, ShaderDefines shaderDefines, List<BindGroupLayout> bindGroupLayouts, @Nullable ColorTargetState[] colorTargetStates, @Nullable DepthStencilState depthStencilState, PolygonMode polygonMode, boolean cull, @Nullable VertexFormat[] vertexFormatPerBuffer, PrimitiveTopology primitiveTopology, Optional<StencilTest> stencilTest, int sortKey)
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Method Details
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getSortKey
public int getSortKey() -
updateSortKeySeed
public static void updateSortKeySeed() -
toString
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getPolygonMode
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isCull
public boolean isCull() -
getColorTargetStates
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getColorTargetState
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getDepthStencilState
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getLocation
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getVertexFormatBindings
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getVertexFormatBinding
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getPrimitiveTopology
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getVertexShader
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getFragmentShader
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getShaderDefines
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getBindGroupLayouts
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wantsDepthTexture
public boolean wantsDepthTexture() -
getStencilTest
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toBuilder
Neo: Create aRenderPipeline.Builderfrom thisRenderPipelineto adjust its configuration and build a new, modifiedRenderPipelinefrom it -
builder
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RenderPipeline(Identifier, Identifier, Identifier, ShaderDefines, List, ColorTargetState[], DepthStencilState, PolygonMode, boolean, VertexFormat[], PrimitiveTopology, Optional, int)instead