All Classes and Interfaces

Class
Description
A framebuffer that has more capabilities than the vanilla Minecraft RenderTarget.
A builder used to attach buffers to an AdvancedFbo.
An attachment added to an AdvancedFboImpl.
Default implementation of AdvancedFbo.
A vanilla RenderTarget wrapper of the AdvancedFboImpl.
 
An attachment for an AdvancedFboImpl that represents a depth render buffer.
An attachment for an AdvancedFboImpl that represents a color texture buffer.
 
 
 
 
 
 
 
 
A basic stage that draws a quad to the output using a specified shader.
 
 
 
 
 
 
 
Attempts to cache the exact same shader sources to reduce the number of compiled shaders.
Packages all camera matrices and shader uniforms to make shader management easier.
 
A generic data buffer that can be uploaded to/from OpenCL.
An OpenCL runtime environment on a specific device.
Defines requirements for an OpenCL environment when requesting one from VeilOpenCL.
 
Supported versions of OpenCL.
Provides low-level access to event subscriptions.
An exception thrown when something in OpenCL goes wrong.
 
Manages the OpenCL kernel object.
Uses a custom thread to request event status for all events.
An OpenCL memory object.
Uses the native OpenCL event callback system to listen to events.
Loads files similarly to SimpleJsonResourceReloadListener, but also decodes them using the provided codec.
 
Creates a text editor window with saving callback support.
Callback for when editor is saved.
A particle module fully defined in code.
 
 
A simple color class that can be used to represent a color in RGBA format with utility functions.
 
 
 
 
 
A color theme is a collection of colors.
A shader instance that has additional pre-compiled data.
A pipeline that runs all child pipelines in order.
 
 
 
 
 
 
 
 
 
Copies data from one framebuffer to another.
 
 
 
 
 
 
Draws any arbitrary view frustum.
 
 
 
Basic implementation of a SkeletonFactory, auto-generated by the Graveyard Model Exporter.
 
 
 
 
 
Sets the depth function.
 
 
 
Represents a light where all rays come from the same direction everywhere.
 
Creates a new shader and compiles each time DirectShaderCompiler.compile(Context, int, ProgramDefinition.SourceType, String) is called.
 
A force that applies a drag force to a particle.
 
 
 
 
A ShaderBlock that can be resized.
Dynamic-size implementation of ShaderBlock.
 
 
 
A basic panel that can be toggled in the editor view.
Provides extra ImGui rendering details.
 
Manages all editors for Veil.
 
 
 
Registry for all emitter shapes.
 
 
 
EntityRendererMixin<T extends net.minecraft.world.entity.Entity>
 
An abstract class for a pose that can be applied to a model.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a framebuffer attachment that can be turned into a real framebuffer.
The formats for attachments.
The formats for attachments.
The type of attachments.
Represents a framebuffer definition that can be turned into a real framebuffer.
 
 
 
Manages all framebuffers and custom definitions specified in files.
An abstract stage that uses a framebuffer as the input and output.
 
 
Source of a shader texture using a framebuffer.
Fired when Minecraft frees all native resources on the client.
 
 
 
 
 
 
A force that applies a gravity force to a particle.
Manages the global gui context variables.
 
 
 
 
 
 
A light that can be rendered with an implementation of InstancedLightRenderer.
Draws lights as indirect instanced quads in the scene.
 
 
 
 
 
 
 
A light that can be rendered with an implementation of InstancedLightRenderer.
Draws lights as instanced quads in the scene.
 
 
 
InterpolatedEntityRenderer<T extends net.minecraft.world.entity.LivingEntity & InterpolatedSkeletonParent,S extends InterpolatedSkeleton>
 
InterpolatedEntityRenderLayer<T extends net.minecraft.world.entity.LivingEntity & InterpolatedSkeletonParent,M extends InterpolatedSkeleton>
 
 
Implemented by entities that utilize an Interpolated Skeleton.
 
 
 
 
 
 
 
 
 
 
 
 
A source of luminance in a scene.
 
 
Renders all lights in a scene.
Registry for all light types.
Creates debug lights for the LightEditor.
 
Creates the renderer for lights when requested.
Renders all lights of a specific type.
 
 
 
 
Source of a shader texture using a registered texture.
Sets the color and depth masks.
 
Utility extension for PoseStack with extra utilities.
 
 
 
 
 
 
 
 
 
 
Defines a codec for MoLang expressions.
 
 
Provides write access to all uniform variables in a shader program.
 
 
 
 
 
 
 
 
A single module instance on a QuasarParticle that has a specific function.
 
 
 
 
 
 
 
Sets the patch vertices
 
 
 
 
A force that attracts particles to a point.
 
A point force is used to apply a force in the direction away from a point.
A point force is used to apply a force in the direction away from a point.
Represents a light where all rays come from a position in space.
A class for storing data about the player model that can be used by poses.
 
 
A utility class to manage and apply animations to a PoseStack.
 
 
A light in the renderer that has a position
 
 
A series of post-processing effects that can be run to change the current framebuffer state.
Context for applying post pipelines.
Default implementation of PostPipeline.Context.
 
 
Registry for all post pipeline stages.
 
Manages all post pipelines.
A single active profile.
Defines a shader program instance.
Deserializer for ProgramDefinition.
 
 
 
 
 
Data passed to each particle when it is created.
 
 
Utility class for multiloader registration.
Factory class for registration providers.
 
Represents a lazy wrapper for registry object.
 
 
 
 
A module instance called once per frame.
 
 
 
 
Registry for all render styles.
 
 
 
 
 
 
Registry for custom dynamic render type layers.
 
 
This allows custom render type stages to be registered.
 
 
 
 
A utility class to manage scissor clipping regions.
Adds support for layout(binding = #) in the shader source without needing shader version 420.
Defines a block of memory on the GPU that can be referenced as a uniform block.
Abstract implementation of ShaderBlock.
Creates and compiles shaders for shader programs.
Context for compiling shaders and programs.
 
Processes all veil custom directives.
 
An exception used to indicate shader compilation and linking issues.
Processes a shader to add imports.
 
 
Processes shader sources line by line.
Manages all shaders and compiles them automatically.
Allows shader source files to be modified without overwriting the file.
 
Manages modifications for both vanilla and Veil shader files.
 
 
 
 
 
 
Modifies shader sources with the shader modification system.
 
Adds the predefinition data to shaders.
Manages pre-defined variables and data in java that can be applied to shaders.
Modifies the source code of a shader before compilation.
Context for modifying source code and shader behavior.
Represents a usable shader program with shaders attached.
 
 
 
 
 
A location to load shader source files from.
 
Source for shader textures.
Context for applying shader textures.
Types of post textures that can be used.
Adds the version and required extensions for all shaders that do not define a version.
 
 
 
Allows vanilla and sodium shaders to use shader modifications.
Displays a single window as the editor.
Fixed-size implementation of ShaderBlock.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Properly downloads textures from OpenGL and writes them to a file asynchronously.
 
 
 
 
Provides write access to all textures in a shader program.
Fired when samplers are resolved to capture the current bindings.
 
 
 
Schedules tasks to be run on future ticks.
 
 
Interface for components that can have a tooltip displayed when hovered over in-world
 
 
 
 
 
 
A module that adds trails to a particle.
 
 
 
 
 
 
 
Provides read and write access to all uniform variables in a shader program.
 
A module instance called once per tick.
Wraps any render target with an AdvancedFbo.
 
 
 
 
A 3D vector field implementation.
A force that applies the force created in a vector field to a particle.
 
 
 
 
 
 
Manages client platform-specific features.
Class designed to expose useful debugging functions buried in Minecraft source code.
Handles mixing the regular deferred pipeline and the forward-rendered transparency pipeline.
 
Allows the creation of normal vanilla dynamic registries.
 
An environment where files can be opened, edited, and managed.
Manages platform-specific implementations of event subscriptions.
 
Default framebuffer names for use with FramebufferManager.getFramebuffer(ResourceLocation).
Manages the internal ImGui state.
Manages the internal ImGui state.
 
 
Extra components and helpers for ImGui.
 
Definitions for all custom Veil languages.
Renders the level from different perspectives.
Manages the Veil MoLang compiler.
Veil implementation of OpenCL.
Information about a device on an OpenCL platform.
Information about a platform that can run OpenCL.
 
Manages common platform-specific features.
 
An interface for a pose that can be applied to a model.
Events fired when Veil runs post-processing.
Fired after Veil runs the default post-processing steps.
Fired before Veil runs the default post-processing steps.
Fired to register block layers.
Registers additional fixed render buffers.
Fired to register additional fixed render types.
Registers additional fixed render buffers.
 
 
Bridges between Minecraft and Veil render classes.
Manages the render pipeline for Veil.
Fired when Veil has finished initialization and the renderer is safe to use.
Fired for each render stage to draw arbitrarily to the screen.
Stages for rendering specific render types.
Additional functionality for RenderSystem.
Custom Veil-implemented render types.
 
Extended render type builder that adds support for custom layers.
 
 
 
A resource folder for a tree-structure
 
 
 
Manages all veil resources
 
 
 
 
 
Shader stage specific resource limits.
 
Default shader names.
 
 
 
 
 
Manages the state of uniform block bindings and their associated shader names.
 
 
 
 
 
 
 
 
 
A force that applies a vortex force to a particle.
 
A global wind field.
A force that applies a wind force to a particle.