fabric-renderer-api-v1-7.2.3+9be2a36e6f.jar

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    package net.fabricmc.fabric.api.renderer.v1.mesh;

import net.fabricmc.api.EnvType;
import net.fabricmc.api.Environment;
import net.fabricmc.fabric.api.util.TriState;
import net.minecraft.class_10444;
import net.minecraft.class_1058;
import net.minecraft.class_11515;
import net.minecraft.class_2350;
import net.minecraft.class_777;
import org.jetbrains.annotations.Nullable;
import org.joml.Vector2f;
import org.joml.Vector2fc;
import org.joml.Vector3f;
import org.joml.Vector3fc;

@Environment(EnvType.CLIENT)
public interface QuadEmitter extends MutableQuadView {
   float CULL_FACE_EPSILON = 1.0E-5F;

   QuadEmitter pos(int var1, float var2, float var3, float var4);

   default QuadEmitter pos(int vertexIndex, Vector3f pos) {
      MutableQuadView.super.pos(vertexIndex, pos);
      return this;
   }

   default QuadEmitter pos(int vertexIndex, Vector3fc pos) {
      MutableQuadView.super.pos(vertexIndex, pos);
      return this;
   }

   QuadEmitter color(int var1, int var2);

   default QuadEmitter color(int c0, int c1, int c2, int c3) {
      MutableQuadView.super.color(c0, c1, c2, c3);
      return this;
   }

   QuadEmitter uv(int var1, float var2, float var3);

   default QuadEmitter uv(int vertexIndex, Vector2f uv) {
      MutableQuadView.super.uv(vertexIndex, uv);
      return this;
   }

   default QuadEmitter uv(int vertexIndex, Vector2fc uv) {
      MutableQuadView.super.uv(vertexIndex, uv);
      return this;
   }

   default QuadEmitter spriteBake(class_1058 sprite, int bakeFlags) {
      MutableQuadView.super.spriteBake(sprite, bakeFlags);
      return this;
   }

   default QuadEmitter uvUnitSquare() {
      this.uv(0, 0.0F, 0.0F);
      this.uv(1, 0.0F, 1.0F);
      this.uv(2, 1.0F, 1.0F);
      this.uv(3, 1.0F, 0.0F);
      return this;
   }

   QuadEmitter lightmap(int var1, int var2);

   default QuadEmitter lightmap(int l0, int l1, int l2, int l3) {
      MutableQuadView.super.lightmap(l0, l1, l2, l3);
      return this;
   }

   QuadEmitter normal(int var1, float var2, float var3, float var4);

   default QuadEmitter normal(int vertexIndex, Vector3f normal) {
      MutableQuadView.super.normal(vertexIndex, normal);
      return this;
   }

   default QuadEmitter normal(int vertexIndex, Vector3fc normal) {
      MutableQuadView.super.normal(vertexIndex, normal);
      return this;
   }

   QuadEmitter nominalFace(@Nullable class_2350 var1);

   QuadEmitter cullFace(@Nullable class_2350 var1);

   QuadEmitter renderLayer(@Nullable class_11515 var1);

   QuadEmitter emissive(boolean var1);

   QuadEmitter diffuseShade(boolean var1);

   QuadEmitter ambientOcclusion(TriState var1);

   QuadEmitter glint(class_10444.@Nullable class_10445 var1);

   QuadEmitter shadeMode(ShadeMode var1);

   QuadEmitter tintIndex(int var1);

   QuadEmitter tag(int var1);

   QuadEmitter copyFrom(QuadView var1);

   QuadEmitter fromVanilla(int[] var1, int var2);

   QuadEmitter fromBakedQuad(class_777 var1);

   default QuadEmitter square(class_2350 nominalFace, float left, float bottom, float right, float top, float depth) {
      if (Math.abs(depth) < 1.0E-5F) {
         this.cullFace(nominalFace);
         depth = 0.0F;
      } else {
         this.cullFace((class_2350)null);
      }

      this.nominalFace(nominalFace);
      switch (nominalFace) {
         case field_11036:
            depth = 1.0F - depth;
            top = 1.0F - top;
            bottom = 1.0F - bottom;
         case field_11033:
            this.pos(0, left, depth, top);
            this.pos(1, left, depth, bottom);
            this.pos(2, right, depth, bottom);
            this.pos(3, right, depth, top);
            break;
         case field_11034:
            depth = 1.0F - depth;
            left = 1.0F - left;
            right = 1.0F - right;
         case field_11039:
            this.pos(0, depth, top, left);
            this.pos(1, depth, bottom, left);
            this.pos(2, depth, bottom, right);
            this.pos(3, depth, top, right);
            break;
         case field_11035:
            depth = 1.0F - depth;
            left = 1.0F - left;
            right = 1.0F - right;
         case field_11043:
            this.pos(0, 1.0F - left, top, depth);
            this.pos(1, 1.0F - left, bottom, depth);
            this.pos(2, 1.0F - right, bottom, depth);
            this.pos(3, 1.0F - right, top, depth);
      }

      return this;
   }

   void pushTransform(QuadTransform var1);

   void popTransform();

   QuadEmitter emit();
}
    
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