com.mojang.blaze3d.pipeline

public class RenderPipeline$Builder

com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder

Field summary

Modifier and TypeField
private static int
nextPipelineSortKey
nextPipelineSortKey
private Optional<ResourceLocation>
location
location
private Optional<ResourceLocation>
fragmentShader
fragmentShader
private Optional<ResourceLocation>
vertexShader
vertexShader
private Optional<ShaderDefines$Builder>
definesBuilder
definesBuilder
private Optional<List<String>>
samplers
samplers
private Optional<List<RenderPipeline$UniformDescription>>
uniforms
uniforms
private Optional<DepthTestFunction>
depthTestFunction
depthTestFunction
private Optional<PolygonMode>
polygonMode
polygonMode
private Optional<Boolean>
cull
cull
private Optional<Boolean>
writeColor
writeColor
private Optional<Boolean>
writeAlpha
writeAlpha
private Optional<Boolean>
writeDepth
writeDepth
private Optional<LogicOp>
colorLogic
colorLogic
private Optional<BlendFunction>
blendFunction
blendFunction
private Optional<VertexFormat>
vertexFormat
vertexFormat
private Optional<VertexFormat$Mode>
vertexFormatMode
vertexFormatMode
private float
depthBiasScaleFactor
depthBiasScaleFactor
private float
depthBiasConstant
depthBiasConstant

Constructor summary

ModifierConstructor
()

Method summary

Modifier and TypeMethod
public RenderPipeline$Builder
withLocation(String arg0)
withLocation(String arg0)
public RenderPipeline$Builder
withLocation(alw arg0)
withLocation(ResourceLocation arg0)
public RenderPipeline$Builder
withFragmentShader(String arg0)
withFragmentShader(String arg0)
public RenderPipeline$Builder
withFragmentShader(alw arg0)
withFragmentShader(ResourceLocation arg0)
public RenderPipeline$Builder
withVertexShader(String arg0)
withVertexShader(String arg0)
public RenderPipeline$Builder
withVertexShader(alw arg0)
withVertexShader(ResourceLocation arg0)
public RenderPipeline$Builder
withShaderDefine(String arg0)
withShaderDefine(String arg0)
public RenderPipeline$Builder
withShaderDefine(String arg0, int arg1)
withShaderDefine(String arg0, int arg1)
public RenderPipeline$Builder
withShaderDefine(String arg0, float arg1)
withShaderDefine(String arg0, float arg1)
public RenderPipeline$Builder
withSampler(String arg0)
withSampler(String arg0)
public RenderPipeline$Builder
withUniform(String arg0, flx arg1)
withUniform(String arg0, UniformType arg1)
public RenderPipeline$Builder
withUniform(String arg0, flx arg1, TextureFormat arg2)
withUniform(String arg0, UniformType arg1, TextureFormat arg2)
public RenderPipeline$Builder
withDepthTestFunction(DepthTestFunction arg0)
withDepthTestFunction(DepthTestFunction arg0)
public RenderPipeline$Builder
withPolygonMode(PolygonMode arg0)
withPolygonMode(PolygonMode arg0)
public RenderPipeline$Builder
withCull(boolean arg0)
withCull(boolean arg0)
public RenderPipeline$Builder
withBlend(BlendFunction arg0)
withBlend(BlendFunction arg0)
public RenderPipeline$Builder
withoutBlend()
withoutBlend()
public RenderPipeline$Builder
withColorWrite(boolean arg0)
withColorWrite(boolean arg0)
public RenderPipeline$Builder
withColorWrite(boolean arg0, boolean arg1)
withColorWrite(boolean arg0, boolean arg1)
public RenderPipeline$Builder
withDepthWrite(boolean arg0)
withDepthWrite(boolean arg0)
public RenderPipeline$Builder
withColorLogic(LogicOp arg0)
withColorLogic(LogicOp arg0)
public RenderPipeline$Builder
withVertexFormat(VertexFormat arg0, VertexFormat$b arg1)
withVertexFormat(VertexFormat arg0, VertexFormat$Mode arg1)
public RenderPipeline$Builder
withDepthBias(float arg0, float arg1)
withDepthBias(float arg0, float arg1)
void
withSnippet(RenderPipeline$Snippet arg0)
withSnippet(RenderPipeline$Snippet arg0)
public RenderPipeline$Snippet
buildSnippet()
buildSnippet()
public RenderPipeline
build()
build()