Interface QuadEmitter
- All Superinterfaces:
MutableQuadView,QuadView
MutableQuadView that supports transformers and
sends quads to some destination, such as a mesh builder or rendering.
Instances of QuadEmitter will practically always be
thread local and/or reused - do not retain references.
Only the renderer should implement or extend this interface.
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final floatTolerance for determining if the depth parameter tosquare(Direction, float, float, float, float, float)is effectively zero - meaning the face is a cull face.Fields inherited from interface net.fabricmc.fabric.api.renderer.v1.mesh.MutableQuadView
BAKE_FLIP_U, BAKE_FLIP_V, BAKE_LOCK_UV, BAKE_NORMALIZED, BAKE_ROTATE_180, BAKE_ROTATE_270, BAKE_ROTATE_90, BAKE_ROTATE_NONEFields inherited from interface net.fabricmc.fabric.api.renderer.v1.mesh.QuadView
VANILLA_QUAD_STRIDE, VANILLA_VERTEX_STRIDE -
Method Summary
Modifier and TypeMethodDescriptionControls whether vertex colors should be modified for ambient occlusion.color(int vertexIndex, int color) Sets the color in ARGB format (0xAARRGGBB) for the given vertex.default QuadEmittercolor(int c0, int c1, int c2, int c3) Sets the color in ARGB format (0xAARRGGBB) for all vertices at once.Copies all quad data and properties from the givenQuadViewto this quad.Sets the cull face.diffuseShade(boolean shade) Controls whether vertex colors should be modified for diffuse shading.emissive(boolean emissive) When true, this quad will be rendered at full brightness.emit()In static mesh building, causes quad to be appended to the mesh being built.fromBakedQuad(BakedQuad quad) Sets all applicable data and properties of this quad as specified by the givenBakedQuad.fromVanilla(int[] vertexData, int startIndex) Sets this quad's vertex data for all vertices using data in given array, starting at the given index.glint(ItemRenderState.Glint glint) Controls how glint should be applied.lightmap(int vertexIndex, int lightmap) Sets the minimum lightmap value for the given vertex.default QuadEmitterlightmap(int l0, int l1, int l2, int l3) Sets the lightmap value for all vertices at once.nominalFace(@Nullable Direction face) Sets the nominal face, which provides a hint to the renderer about the facing of this quad.normal(int vertexIndex, float x, float y, float z) Sets the normal vector for the given vertex.default QuadEmitternormal(int vertexIndex, org.joml.Vector3f normal) Sets the normal vector for the given vertex.default QuadEmitternormal(int vertexIndex, org.joml.Vector3fc normal) Sets the normal vector for the given vertex.voidRemoves the transformer added by the last call topushTransform(QuadTransform).pos(int vertexIndex, float x, float y, float z) Sets the geometric vertex position for the given vertex, relative to block origin, (0,0,0).default QuadEmitterpos(int vertexIndex, org.joml.Vector3f pos) Sets the geometric position for the given vertex.default QuadEmitterpos(int vertexIndex, org.joml.Vector3fc pos) Sets the geometric position for the given vertex.voidpushTransform(QuadTransform transform) Pushed transforms will be applied immediately after every call toemit()and before the quad data is delivered to its destination.renderLayer(@Nullable BlockRenderLayer renderLayer) Controls how this quad's pixels should be blended with the scene.A hint to the renderer about how this quad is intended to be shaded, for example through ambient occlusion and diffuse shading.default QuadEmitterspriteBake(Sprite sprite, int bakeFlags) Sets the texture coordinates for all vertices using the given sprite.default QuadEmitterHelper method to assign vertex coordinates for a square aligned with the given face.tag(int tag) Sets the tag, which is an arbitrary integer that is meant to be encoded intoMeshes to later allow performing conditional transformation or filtering on their quads.tintIndex(int tintIndex) Sets the tint index, which is used to retrieve the tint color.uv(int vertexIndex, float u, float v) Sets the texture coordinates for the given vertex.default QuadEmitteruv(int vertexIndex, org.joml.Vector2f uv) Sets the texture coordinates for the given vertex.default QuadEmitteruv(int vertexIndex, org.joml.Vector2fc uv) Sets the texture coordinates for the given vertex.default QuadEmitterMethods inherited from interface net.fabricmc.fabric.api.renderer.v1.mesh.QuadView
ambientOcclusion, color, copyNormal, copyPos, copyUv, cullFace, diffuseShade, emissive, faceNormal, glint, hasNormal, lightFace, lightmap, nominalFace, normalX, normalY, normalZ, posByIndex, renderLayer, shadeMode, tag, tintIndex, toBakedQuad, toVanilla, u, v, x, y, z
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Field Details
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CULL_FACE_EPSILON
static final float CULL_FACE_EPSILONTolerance for determining if the depth parameter tosquare(Direction, float, float, float, float, float)is effectively zero - meaning the face is a cull face.- See Also:
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Method Details
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pos
Description copied from interface:MutableQuadViewSets the geometric vertex position for the given vertex, relative to block origin, (0,0,0). Minecraft rendering is designed for models that fit within a single block space and is recommended that coordinates remain in the 0-1 range, with multi-block meshes split into multiple per-block models.The default value for all vertices is
0.0f.- Specified by:
posin interfaceMutableQuadView
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pos
Description copied from interface:MutableQuadViewSets the geometric position for the given vertex. Only use this method if you already have aVector3f. Otherwise, useMutableQuadView.pos(int, float, float, float).- Specified by:
posin interfaceMutableQuadView
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pos
Description copied from interface:MutableQuadViewSets the geometric position for the given vertex. Only use this method if you already have aVector3fc. Otherwise, useMutableQuadView.pos(int, float, float, float).- Specified by:
posin interfaceMutableQuadView
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color
Description copied from interface:MutableQuadViewSets the color in ARGB format (0xAARRGGBB) for the given vertex.The default value for all vertices is
0xFFFFFFFF.- Specified by:
colorin interfaceMutableQuadView
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color
Description copied from interface:MutableQuadViewSets the color in ARGB format (0xAARRGGBB) for all vertices at once.- Specified by:
colorin interfaceMutableQuadView- See Also:
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uv
Description copied from interface:MutableQuadViewSets the texture coordinates for the given vertex.The default value for all vertices is
0.0f.- Specified by:
uvin interfaceMutableQuadView
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uv
Description copied from interface:MutableQuadViewSets the texture coordinates for the given vertex. Only use this method if you already have aVector2f. Otherwise, useMutableQuadView.uv(int, float, float).- Specified by:
uvin interfaceMutableQuadView
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uv
Description copied from interface:MutableQuadViewSets the texture coordinates for the given vertex. Only use this method if you already have aVector2fc. Otherwise, useMutableQuadView.uv(int, float, float).- Specified by:
uvin interfaceMutableQuadView
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spriteBake
Description copied from interface:MutableQuadViewSets the texture coordinates for all vertices using the given sprite. Can handle UV locking, rotation, interpolation, etc. Control this behavior by passing additive combinations of the BAKE_ flags defined in this interface.- Specified by:
spriteBakein interfaceMutableQuadView
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uvUnitSquare
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lightmap
Description copied from interface:MutableQuadViewSets the minimum lightmap value for the given vertex. Input values will override lightmap values computed from world state if input values are higher. Exposed for completeness but some rendering implementations with non-standard lighting model may not honor it.For emissive rendering, prefer using
MutableQuadView.emissive(boolean).The default value for all vertices is
0.- Specified by:
lightmapin interfaceMutableQuadView
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lightmap
Description copied from interface:MutableQuadViewSets the lightmap value for all vertices at once.For emissive rendering, prefer using
MutableQuadView.emissive(boolean).- Specified by:
lightmapin interfaceMutableQuadView- See Also:
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normal
Description copied from interface:MutableQuadViewSets the normal vector for the given vertex. The face normal is used when no vertex normal is provided. Models that have per-vertex normals should include them to get correct lighting when it matters.- Specified by:
normalin interfaceMutableQuadView
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normal
Description copied from interface:MutableQuadViewSets the normal vector for the given vertex. Only use this method if you already have aVector3f. Otherwise, useMutableQuadView.normal(int, float, float, float).- Specified by:
normalin interfaceMutableQuadView
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normal
Description copied from interface:MutableQuadViewSets the normal vector for the given vertex. Only use this method if you already have aVector3fc. Otherwise, useMutableQuadView.normal(int, float, float, float).- Specified by:
normalin interfaceMutableQuadView
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nominalFace
Description copied from interface:MutableQuadViewSets the nominal face, which provides a hint to the renderer about the facing of this quad. It is not required, but if set, should be the expected value ofQuadView.lightFace(). It may be used to shortcut geometric analysis, if the provided value was correct; otherwise, it is ignored.The nominal face is also used for
MutableQuadView.spriteBake(Sprite, int)withMutableQuadView.BAKE_LOCK_UV.When
MutableQuadView.cullFace(Direction)is called, it also sets the nominal face.The default value is
null.This property is transient. It is set to the same value as
QuadView.lightFace()when a quad is decoded.- Specified by:
nominalFacein interfaceMutableQuadView
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cullFace
Description copied from interface:MutableQuadViewSets the cull face. This quad will not be rendered if its cull face is non-null and the block is occluded by another block in the direction of the cull face.The cull face is different from
BakedQuad.face(), which is equivalent toQuadView.lightFace(). The light face is computed based on geometry and must be non-null.When called, sets
MutableQuadView.nominalFace(Direction)to the same value.The default value is
null.This property is respected only in block contexts. It will not have an effect in other contexts.
- Specified by:
cullFacein interfaceMutableQuadView
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renderLayer
Description copied from interface:MutableQuadViewControls how this quad's pixels should be blended with the scene.If set to
null,RenderLayers.getBlockLayer(BlockState)will be used to retrieve the render layer in block contexts and the render layer of the state layer will be used in item contexts. Set to another value to override this behavior.In block contexts, a non-null value will be used directly. In item contexts, a non-null value will be converted to a
RenderLayerusingRenderLayerHelper.getEntityBlockLayer(BlockRenderLayer).The default value is
null.- Specified by:
renderLayerin interfaceMutableQuadView
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emissive
Description copied from interface:MutableQuadViewWhen true, this quad will be rendered at full brightness. Lightmap values provided viaQuadView.lightmap(int)will be ignored.This is the preferred method for emissive lighting effects as some renderers with advanced lighting pipelines may not use lightmaps.
Note that vertex colors will still be modified by diffuse shading and ambient occlusion, unless disabled via
MutableQuadView.diffuseShade(boolean)andMutableQuadView.ambientOcclusion(TriState).The default value is
false.- Specified by:
emissivein interfaceMutableQuadView
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diffuseShade
Description copied from interface:MutableQuadViewControls whether vertex colors should be modified for diffuse shading.The default value is
true.This property is guaranteed to be respected in block contexts. Some renderers may also respect it in item contexts, but this is not guaranteed.
- Specified by:
diffuseShadein interfaceMutableQuadView
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ambientOcclusion
Description copied from interface:MutableQuadViewControls whether vertex colors should be modified for ambient occlusion.If set to
TriState.DEFAULT, ambient occlusion will be used if the block state has a luminance of 0. Set toTriState.TRUEorTriState.FALSEto override this behavior.TriState.TRUEwill not have an effect if ambient occlusion is disabled globally.The default value is
TriState.DEFAULT.This property is respected only in block contexts. It will not have an effect in other contexts.
- Specified by:
ambientOcclusionin interfaceMutableQuadView
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glint
Description copied from interface:MutableQuadViewControls how glint should be applied.If set to
null, glint will be applied in item contexts based on the glint type of the layer. Set to another value to override this behavior.The default value is
null.This property is guaranteed to be respected in item contexts. Some renderers may also respect it in block contexts, but this is not guaranteed.
- Specified by:
glintin interfaceMutableQuadView
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shadeMode
Description copied from interface:MutableQuadViewA hint to the renderer about how this quad is intended to be shaded, for example through ambient occlusion and diffuse shading. The renderer is free to ignore this hint.The default value is
ShadeMode.ENHANCED.This property is respected only in block contexts. It will not have an effect in other contexts.
- Specified by:
shadeModein interfaceMutableQuadView- See Also:
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tintIndex
Description copied from interface:MutableQuadViewSets the tint index, which is used to retrieve the tint color.The default value is
-1.- Specified by:
tintIndexin interfaceMutableQuadView
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tag
Description copied from interface:MutableQuadViewSets the tag, which is an arbitrary integer that is meant to be encoded intoMeshes to later allow performing conditional transformation or filtering on their quads.The default value is
0.- Specified by:
tagin interfaceMutableQuadView
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copyFrom
Description copied from interface:MutableQuadViewCopies all quad data and properties from the givenQuadViewto this quad.Calling this method does not emit this quad.
- Specified by:
copyFromin interfaceMutableQuadView
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fromVanilla
Description copied from interface:MutableQuadViewSets this quad's vertex data for all vertices using data in given array, starting at the given index. The array must have at leastQuadView.VANILLA_QUAD_STRIDEelements starting at the given index. The format of the data must be the same asBakedQuad.vertexData(). This quad's lightmap values and normals will be set even though vanilla does not decode them from packed vertex data.Prefer using
MutableQuadView.fromBakedQuad(BakedQuad)instead if you have aBakedQuad.Calling this method does not emit this quad.
- Specified by:
fromVanillain interfaceMutableQuadView
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fromBakedQuad
Description copied from interface:MutableQuadViewSets all applicable data and properties of this quad as specified by the givenBakedQuad. This quad's lightmap values and normals will be set even though vanilla does not decode them from packed vertex data. The baked quad's light emission will be applied to the lightmap values from the vertex data after copying.Calling this method does not emit this quad.
- Specified by:
fromBakedQuadin interfaceMutableQuadView
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square
default QuadEmitter square(Direction nominalFace, float left, float bottom, float right, float top, float depth) Helper method to assign vertex coordinates for a square aligned with the given face. Ensures that vertex order is consistent with vanilla convention. (Incorrect order can lead to bad AO lighting unless enhanced lighting logic is available/enabled.)Square will be parallel to the given face and coplanar with the face (and culled if the face is occluded) if the depth parameter is approximately zero. See
CULL_FACE_EPSILON.All coordinates should be normalized (0-1).
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pushTransform
Pushed transforms will be applied immediately after every call toemit()and before the quad data is delivered to its destination. If any transform returnsfalse, the emitted quad will be discarded and will not be delivered to its destination.You MUST call
popTransform()once you are done using this emitter in the current scope.More than one transformer can be pushed. Transformers are applied in reverse order. (Last pushed is applied first.)
Using
thisemitter from inside the pushed quad transform is not supported. -
popTransform
void popTransform()Removes the transformer added by the last call topushTransform(QuadTransform). MUST be called once you are done using this emitter in the current scope. -
emit
QuadEmitter emit()In static mesh building, causes quad to be appended to the mesh being built. In a dynamic render context, create a new quad to be output to rendering. In both cases, current instance is reset to default values.
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