Package-level declarations

Types

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class Alignment(horizontalAlignment: Alignment.ScreenAxisX, horizontalOffset: Int, verticalAlignment: Alignment.ScreenAxisY, verticalOffset: Int) : ValueGroup
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value class KStd140SizeCalculator(val j: Std140SizeCalculator)
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class TargetRenderer(owner: ToggleableValueGroup, val target: () -> Entity?) : ToggleableValueGroup

A target tracker to choose the best enemy to attack

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fun interface VerticesSetupHandler
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This util should only be called from main thread

Properties

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val EntityRenderState.entity: Entity?
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var EntityRenderState.isCustom: Boolean
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val AbstractTexture.textureSetup: TextureSetup

Functions

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fun NativeImage.asTexture(nameSupplier: Supplier<String> = Supplier { "Texture NativeImage@${this.hashCode().toString(16)} (${this.width}x${this.height})" }): DynamicTexture
inline fun NativeImage.asTexture(name: String = "Texture NativeImage@"): DynamicTexture
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inline fun GpuTextureView.asTextureSetup(sampler: GpuSampler): TextureSetup
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inline fun GpuTexture.asView(baseMipLevel: Int = 0, mipLevels: Int = this.mipLevels): GpuTextureView
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fun GpuTexture.asyncCopyTo(destination: GpuBuffer, offset: Long = 0, mipLevel: Int = 0, x: Int = 0, y: Int = 0, width: Int = getWidth(0), height: Int = getHeight(0)): CompletableFuture<*>
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inline fun ByteBufferBuilder.begin(pipeline: RenderPipeline): BufferBuilder
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inline fun GpuTexture.clearColor(color: Int = 0)
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fun RenderTarget.clearColorAndDepth(color: Int = 0, depth: Double = 1.0)
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inline fun GpuTexture.clearDepth(depth: Double = 1.0)
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inline fun GpuBufferSlice.copyFrom(source: GpuBufferSlice)
inline fun GpuTexture.copyFrom(source: GpuTexture, mipLevel: Int = 0, intoX: Int = 0, intoY: Int = 0, sourceX: Int = 0, sourceY: Int = 0, width: Int = source.getWidth(mipLevel), height: Int = source.getHeight(mipLevel))
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fun GpuTexture.copyFully(labelGetter: Supplier<String>? = null, usage: Int = 0): GpuTexture
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inline fun GpuTexture.copyTo(destination: GpuBuffer, offset: Long = 0, mipLevel: Int = 0, x: Int = 0, y: Int = 0, width: Int = getWidth(0), height: Int = getHeight(0), callback: Runnable = Runnables.doNothing())
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inline fun GpuDevice.createUbo(labelGetter: Supplier<String>? = null, std140Size: KStd140SizeCalculator.() -> Unit): GpuBuffer
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fun WorldRenderEnvironment.drawLegacy2DMarker(pos: Vec3, entityHeight: Double, scale: Float, foregroundArgb: Int, backgroundArgb: Int)
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inline fun GpuBuffer.mapBuffer(read: Boolean = false, write: Boolean = false): GpuBuffer.MappedView
inline fun GpuBufferSlice.mapBuffer(read: Boolean = false, write: Boolean = false): GpuBuffer.MappedView
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inline fun Std140Builder.putVec4(color: Color4b): Std140Builder
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fun File.readNativeImage(): NativeImage

Read from file. Accepts JPEG and PNG.

inline fun InputStream.readNativeImage(): NativeImage

Read and close stream. Accepts PNG.

fun BufferedSource.readNativeImage(): NativeImage

Read and close source. Accepts JPEG and PNG.

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fun NativeImage.registerTexture(identifier: Identifier): DynamicTexture

Should be called from main thread.

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fun PoseStack.reset()
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fun GpuTexture.saveToFile(file: File): CompletableFuture<*>
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fun EntityRenderState.scaleLightCoords(scale: Float)
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fun EntityRenderState.setPosition(position: Position)
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fun LivingEntityRenderState.setRotation(rotation: Rotation)
fun LivingEntityRenderState.setRotation(xRot: Float, yRot: Float)
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inline fun std140Size(block: KStd140SizeCalculator.() -> Unit): Int
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inline fun ByteBuffer.toGpuBuffer(labelGetter: Supplier<String>? = null, usage: Int): GpuBuffer
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fun BufferedImage.toNativeImage(): NativeImage
fun GpuTexture.toNativeImage(mipLevel: Int = 0): CompletableFuture<NativeImage>
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fun DynamicTexture.uploadRect(mipLevel: Int, x: Int, y: Int, width: Int, height: Int)
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inline fun withOutputTextureOverride(color: GpuTextureView? = null, depth: GpuTextureView? = null, block: () -> Unit)
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inline fun GpuBufferSlice.write(byteBuffer: ByteBuffer)
inline fun GpuTexture.write(source: NativeImage, mipLevel: Int = 0, depthOrLayer: Int = 0, destX: Int = 0, destY: Int = 0, width: Int = getWidth(mipLevel), height: Int = getWidth(mipLevel), sourceX: Int = 0, sourceY: Int = 0)
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inline fun GpuBufferSlice.writeStd140(action: Std140Builder.() -> Unit): GpuBufferSlice
inline fun ByteBuffer.writeStd140(action: Std140Builder.() -> Unit)