Class VeilRenderSystem

java.lang.Object
foundry.veil.api.client.render.VeilRenderSystem

public final class VeilRenderSystem extends Object
Additional functionality for RenderSystem.
  • Method Details

    • init

      @Internal public static void init()
    • bindTextures

      public static void bindTextures(int first, IntBuffer textures)
      Binds the specified texture ids to sequential texture units and invalidates the GLStateManager.
      Parameters:
      first - The first unit to bind to
      textures - The textures to bind
    • bindTextures

      public static void bindTextures(int first, int... textures)
      Binds the specified texture ids to sequential texture units and invalidates the GLStateManager.
      Parameters:
      first - The first unit to bind to
      textures - The textures to bind
    • setShader

      @Nullable public static @Nullable ShaderProgram setShader(net.minecraft.resources.ResourceLocation shader)
      Sets the shader instance to be a reference to the shader manager.
      Parameters:
      shader - The name of the shader to use
      Returns:
      The Veil shader instance applied or null if there was an error
    • setShader

      @Nullable public static @Nullable ShaderProgram setShader(@Nullable @Nullable ShaderProgram shader)
      Sets the shader instance to a specific instance of a shader. setShader(ResourceLocation) should be used in most cases.
      Parameters:
      shader - The shader instance to use
      Returns:
      The Veil shader instance applied or null if there was an error
    • setShader

      @Nullable public static @Nullable ShaderProgram setShader(Supplier<ShaderProgram> shader)
      Sets the shader instance to a specific instance reference of a shader. setShader(ResourceLocation) should be used in most cases.
      Parameters:
      shader - The reference to the shader to use
      Returns:
      The Veil shader instance applied or null if there was an error
    • finalizeShaderCompilation

      @Internal public static void finalizeShaderCompilation()
      Clears all pending shader errors and re-queues uniform block ids to shaders.
    • throwShaderError

      public static void throwShaderError()
      Prints an error to console about the current shader. This is useful to debug if a shader has an error while trying to be used.
    • drawInstanced

      public static void drawInstanced(com.mojang.blaze3d.vertex.VertexBuffer vbo, int instances)
      Draws instances of the specified vertex buffer.
      Parameters:
      vbo - The vertex buffer to draw
      instances - The number of instances to draw
      See Also:
    • drawIndirect

      public static void drawIndirect(com.mojang.blaze3d.vertex.VertexBuffer vbo, long indirect, int drawCount, int stride)
      Draws indirect instances of the specified vertex buffer.
      Parameters:
      vbo - The vertex buffer to draw
      indirect - A pointer into the currently bound GL40C.GL_DRAW_INDIRECT_BUFFER or the address of a struct containing draw data
      drawCount - The number of primitives to draw
      stride - The offset between indirect elements
      See Also:
    • getIndexCount

      public static int getIndexCount(com.mojang.blaze3d.vertex.VertexBuffer vbo)
      Retrieves the number of indices in the specified vertex buffer.
      Parameters:
      vbo - The vertex buffer to query
      Returns:
      The number of indices in the buffer
    • computeSupported

      public static boolean computeSupported()
      Returns:
      Whether compute shaders are supported
    • atomicCounterSupported

      public static boolean atomicCounterSupported()
      Returns:
      Whether atomic counters in shaders are supported
    • transformFeedbackSupported

      public static boolean transformFeedbackSupported()
      Returns:
      Whether transform feedback from shaders is supported
    • textureMultibindSupported

      public static boolean textureMultibindSupported()
      Returns:
      Whether GL44C.glBindTextures(int, java.nio.IntBuffer) is supported
    • sparseBuffersSupported

      public static boolean sparseBuffersSupported()
      Returns:
      Whether ARBSparseBuffer is supported
    • maxCombinedTextureUnits

      public static int maxCombinedTextureUnits()
      Returns:
      The GL maximum number of texture units that can be bound
    • maxColorAttachments

      public static int maxColorAttachments()
      Returns:
      The GL maximum amount of color attachments a framebuffer can have
    • maxSamples

      public static int maxSamples()
      Returns:
      The GL maximum amount of samples a render buffer can have
    • maxTargetBindings

      public static int maxTargetBindings(int target)
      Retrieves the maximum bindings for the specified buffer binding.
      Parameters:
      target - The target to query the maximum bindings of
      Returns:
      The GL maximum amount of buffer bindings available
    • shaderLimits

      public static VeilShaderLimits shaderLimits(int shader)
      Retrieves the maximum limits for the specified shader type.
      Parameters:
      shader - The shader to query the limits for
      Returns:
      The GL limits available
    • maxTransformFeedbackBindings

      public static int maxTransformFeedbackBindings()
      Returns:
      The GL maximum number of transform feedback buffers bindings available
    • maxUniformBuffersBindings

      public static int maxUniformBuffersBindings()
      Returns:
      The GL maximum number of uniform buffers bindings available
    • maxAtomicCounterBufferBindings

      public static int maxAtomicCounterBufferBindings()
      Returns:
      The GL maximum number of atomic counter buffers bindings available
    • maxShaderStorageBufferBindings

      public static int maxShaderStorageBufferBindings()
      Returns:
      The GL maximum number of shader storage buffers bindings available
    • maxFramebufferWidth

      public static int maxFramebufferWidth()
      Returns:
      The GL maximum width of framebuffers
    • maxFramebufferHeight

      public static int maxFramebufferHeight()
      Returns:
      The GL maximum width of framebuffers
    • maxComputeWorkGroupCountX

      public static int maxComputeWorkGroupCountX()
      Returns:
      The GL maximum number of work groups in the X
    • maxComputeWorkGroupCountY

      public static int maxComputeWorkGroupCountY()
      Returns:
      The GL maximum number of work groups in the Y
    • maxComputeWorkGroupCountZ

      public static int maxComputeWorkGroupCountZ()
      Returns:
      The GL maximum number of work groups in the Z
    • maxComputeWorkGroupSizeX

      public static int maxComputeWorkGroupSizeX()
      Returns:
      The GL maximum number of local work groups in the X
    • maxComputeWorkGroupSizeY

      public static int maxComputeWorkGroupSizeY()
      Returns:
      The GL maximum number of local work groups in the Y
    • maxComputeWorkGroupSizeZ

      public static int maxComputeWorkGroupSizeZ()
      Returns:
      The GL maximum number of local work groups in the Z
    • maxComputeWorkGroupInvocations

      public static int maxComputeWorkGroupInvocations()
      Returns:
      The GL maximum number of total compute shader invocations
    • bind

      public static void bind(ShaderBlock<?> block)

      Binds the specified block into the next available binding spot and updates all shaders if the binding index has changed.

      Make sure this is called before trying to use the block on this frame as it may have been overwritten.

      Parameters:
      block - The block to bind
    • bind

      public static void bind(CharSequence name, ShaderBlock<?> block)

      Binds the specified block into the next available binding spot and updates all shaders if the binding index has changed.

      Make sure this is called before trying to use the block on this frame as it may have been overwritten.

      This binds the block and assigns it to shader values.

      Parameters:
      name - The name of the block in shader code
      block - The block to bind
    • unbind

      public static void unbind(ShaderBlock<?> block)
      Unbinds the specified block and frees the binding it occupied. It isn't strictly necessary to unbind blocks, but they should not be referenced anymore after being deleted.
      Parameters:
      block - The block to unbind
    • bindVertexArray

      public static void bindVertexArray(int vao)
      Binds the specified vertex array and invalidates the vanilla MC immediate buffer state.
      Parameters:
      vao - The vao to bind
    • renderer

      public static VeilRenderer renderer()
      Returns:
      The veil renderer instance
    • renderThreadExecutor

      public static Executor renderThreadExecutor()
      Returns:
      An executor for the main render thread
    • getShader

      @Nullable public static @Nullable ShaderProgram getShader()
      Returns:
      The actual shader reference to use while rendering or null if no shader is selected or the selected shader is from Vanilla Minecraft
    • getLight0Position

      public static org.joml.Vector3fc getLight0Position()
      Returns:
      The position of the first light
    • getLight1Position

      public static org.joml.Vector3fc getLight1Position()
      Returns:
      The position of the second light
    • beginFrame

      @Internal public static void beginFrame()
    • endFrame

      @Internal public static void endFrame()
    • shaderUpdate

      @Internal public static void shaderUpdate()
    • resize

      @Internal public static void resize(int width, int height)
    • close

      @Internal public static void close()
    • renderPost

      @Internal public static void renderPost()
    • setShaderLights

      @Internal public static void setShaderLights(org.joml.Vector3fc light0, org.joml.Vector3fc light1)