3#include "mc/_HeaderOutputPredefine.h"
6#include "mc/deps/minecraft_renderer/game/ShadowContext.h"
7#include "mc/deps/minecraft_renderer/renderer/Mesh.h"
26 ::ll::TypedStorage<1, 1, bool> mShouldDrawThisFrame;
27 ::ll::TypedStorage<8, 24, ::std::vector<::ModelPart*>> mSkinnedParts;
28 ::ll::TypedStorage<8, 608, ::mce::Mesh> mSkinnedMeshQuads;
29 ::ll::TypedStorage<8, 608, ::mce::Mesh> mSkinnedMeshTris;
30 ::ll::TypedStorage<8, 24, ::std::vector<::glm::mat4x4>> mBoneMatrices;
31 ::ll::TypedStorage<8, 24, ::std::vector<::glm::mat4x4>> mPreviousBoneMatrices;
32 ::ll::TypedStorage<4, 24, ::std::pair<::glm::vec3, ::glm::vec3>> mBounds;
33 ::ll::TypedStorage<4, 4, int> mVertexCount;
34 ::ll::TypedStorage<4, 4, int> mTotalVertices;
35 ::ll::TypedStorage<1, 1, bool> mUseBones;
50 uint subRenderLayerIndex,
54 ::std::optional<::glm::mat4x4>
const& previousActorTransform,
55 ::std::optional<::MERSUniformData>
const& mersUniforms,
56 ::ShadowContext shadowContext,
57 bool isDitheringEnabled
Definition BaseActorRenderContext.h:5
Definition ClientPBRTextureData.h:5
Definition MaterialVariants.h:8
Definition RenderController.h:5
Definition ScreenContext.h:5
Definition SkinnedMesh.h:5
MCAPI void constructMesh(::BaseActorRenderContext &baseActorRenderContext, ::MaterialVariants const &defaultMaterialVariants)
MCAPI void constructMesh(::ScreenContext &screenContext)
Definition SortedMeshDrawList.h:5