Package com.hbm_m.client.render
Interface IrisCompanionMeshRenderer
- All Known Implementing Classes:
InstancedStaticPartRenderer
public interface IrisCompanionMeshRenderer
Contract for the Iris/Oculus companion-mesh renderer surface of
InstancedStaticPartRenderer.
This path drives the IrisCompanionMesh (NEW_ENTITY format,
iris_Entity / mc_midTexCoord / at_tangent attributes) through Iris's
ExtendedShader, producing correct G-buffer / shadow-pass /
pack-uniform output. Implementation: InstancedStaticPartRenderer.
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Method Summary
Modifier and TypeMethodDescriptionbooleandrawSingleWithIrisExtended(com.mojang.blaze3d.vertex.PoseStack poseStack, int packedLight, net.minecraft.core.BlockPos blockPos, net.minecraft.world.level.block.entity.BlockEntity blockEntity) Per-machine draw through the IrisExtendedShaderobtained fromShaderMap.voidflushBatchIris(org.joml.Matrix4f projectionMatrix) Iris-compatible batch flush: a sequence of per-machine draws through theExtendedShader, with framebuffer/CustomUniforms hoisted outside the loop and onlyModelViewMat/iris_*derived uniforms mutated per instance.
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Method Details
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drawSingleWithIrisExtended
boolean drawSingleWithIrisExtended(com.mojang.blaze3d.vertex.PoseStack poseStack, int packedLight, net.minecraft.core.BlockPos blockPos, @Nullable net.minecraft.world.level.block.entity.BlockEntity blockEntity) Per-machine draw through the IrisExtendedShaderobtained fromShaderMap. Used both as the main entry for single-instance Iris draws and as the shadow-pass bypass invoked fromaddInstancewhenShaderCompatibilityDetector .isRenderingShadowPass()returns true.Source:
InstancedStaticPartRenderer#drawSingleWithIrisExtended( PoseStack, int, BlockPos, BlockEntity).- Returns:
trueif the draw was performed (companion mesh + shader resolved);falseto signal the caller should fall through to the classicputBulkDatapath.
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flushBatchIris
void flushBatchIris(org.joml.Matrix4f projectionMatrix) Iris-compatible batch flush: a sequence of per-machine draws through theExtendedShader, with framebuffer/CustomUniforms hoisted outside the loop and onlyModelViewMat/iris_*derived uniforms mutated per instance. Renders both main and shadow passes so machines correctly cast shadows under shader packs.Source:
InstancedStaticPartRenderer#flushBatchIris(Matrix4f).
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