All Classes and Interfaces
Class
Description
A framebuffer that has more capabilities than the vanilla Minecraft
RenderTarget.A builder used to attach buffers to an
AdvancedFbo.An attachment added to an
AdvancedFboImpl.Default implementation of
AdvancedFbo.A vanilla
RenderTarget wrapper of the AdvancedFboImpl.An attachment for an
AdvancedFboImpl that represents a depth render buffer.An attachment for an
AdvancedFboImpl that represents a color texture buffer.A basic stage that draws a quad to the output using a specified shader.
Attempts to cache the exact same shader sources to reduce the number of compiled shaders.
Packages all camera matrices and shader uniforms to make shader management easier.
A generic data buffer that can be referenced uploaded to/from OpenCL.
An OpenCL runtime environment on a specific device.
Defines requirements for an OpenCL environment when requesting one from
VeilOpenCL.Supported versions of OpenCL.
Provides low-level access to event subscriptions.
An exception thrown when something in OpenCL goes wrong.
Manages the OpenCL kernel object.
Uses a custom thread to request event status for all events.
An OpenCL memory object.
Uses the native OpenCL event callback system to listen to events.
Loads files similarly to
SimpleJsonResourceReloadListener,
but also decodes them using the provided codec.Creates a text editor window with saving callback support.
Callback for when editor is saved.
A simple color class that can be used to represent a color in RGBA format with utility functions.
A color theme is a collection of colors.
A shader instance that has additional pre-compiled data.
A pipeline that runs all child pipelines in order.
Copies data from one framebuffer to another.
Basic implementation of a
SkeletonFactory, auto-generated by the Graveyard Model Exporter.Displays information about the current device and platform.
Represents a light where all rays come from the same direction everywhere.
Renders directional lights.
Creates a new shader and compiles each time
DirectShaderCompiler.compile(ShaderCompiler.Context, int, String) is called.A
ShaderBlock that can be resized.Dynamic-size implementation of
ShaderBlock.A basic panel that can be toggled in the editor view.
Manages all editors for Veil.
An abstract class for a pose that can be applied to a model.
Represents a framebuffer attachment that can be turned into a real framebuffer.
The formats for attachments.
The formats for attachments.
The type of attachments.
Represents a framebuffer definition that can be turned into a real framebuffer.
Manages all framebuffers and custom definitions specified in files.
An abstract stage that uses a framebuffer as the input and output.
Source of a shader texture using a framebuffer.
Fired when Minecraft frees all native resources on the client.
Manages the global gui context variables.
HumanoidModelMixin<T extends net.minecraft.world.entity.LivingEntity>
Draws lights as instanced quads in the scene.
InterpolatedEntityRenderer<T extends net.minecraft.world.entity.LivingEntity & InterpolatedSkeletonParent,M extends InterpolatedSkeleton>
InterpolatedEntityRenderLayer<T extends net.minecraft.world.entity.LivingEntity & InterpolatedSkeletonParent,M extends InterpolatedSkeleton>
Implemented by entities that utilize an Interpolated Skeleton.
A source of luminance in a scene.
Types of lights that can exist.
Renders all lights in a scene.
Renders all lights of a specific type.
Source of a shader texture using a registered texture.
Sets the color and depth masks.
Defines a codec for MoLang expressions.
Provides read and write access to all uniform variables in a shader program.
Fired when Minecraft frees all native resources on the client.
Events fired when Veil runs post-processing.
Fired after Veil runs the default post-processing steps.
Fired before Veil runs the default post-processing steps.
Fired when Veil has finished initialization and the renderer is safe to use.
Represents a light where all rays come from a position in space.
Renders point lights.
A class for storing data about the player model that can be used by poses.
A light in the renderer that has a position
A series of post-processing effects that can be run to change the current framebuffer state.
Context for applying post pipelines.
Default implementation of
PostPipeline.Context.Registry for all post pipeline stages.
Manages all post pipelines.
A single active profile.
Defines a shader program instance.
Deserializer for
ProgramDefinition.Adds support for
layout(binding = #) in the shader source without needing shader version 420.Defines a block of memory on the GPU that can be referenced as a uniform block.
Abstract implementation of
ShaderBlock.Creates and compiles shaders for shader programs.
Context for compiling shaders and programs.
An exception used to indicate shader compilation and linking issues.
Processes a shader to add imports.
Processes shader sources line by line.
Manages all shaders and compiles them automatically.
Allows shader source files to be modified without overwriting the file.
Manages modifications for both vanilla and Veil shader files.
Modifies shader sources with the shader modification system.
Adds the predefinition data to shaders.
Manages pre-defined variables and data in java that can be applied to shaders.
Modifies the source code of a shader before compilation.
Context for modifying source code and shader behavior.
Represents a usable shader program with shaders attached.
A location to load shader source files from.
Source for post textures.
Context for applying shader textures.
Types of post textures that can be used.
Provides read access to all uniform variables in a shader program.
Adds the version and required extensions for all shaders that do not define a version.
Displays a single window as the editor.
Fixed-size implementation of
ShaderBlock.Properly downloads textures from OpenGL and writes them to a file asynchronously.
Interface for components that can have a tooltip displayed when hovered over in-world
Provides write access to all uniform variables in a shader program.
Wraps any render target with an
AdvancedFbo.Allows vanilla shaders to use
#define namespace:id importsManages client platform-specific features.
Handles mixing the regular deferred pipeline and the forward-rendered transparency pipeline.
Manages platform-specific implementations of event subscriptions.
Handles drawing to and copying from the first person framebuffer.
Default framebuffer names for use with
FramebufferManager.getFramebuffer(ResourceLocation).Manages the internal ImGui state.
Manages the internal ImGui state.
Definitions for all custom Veil languages.
Manages the Veil MoLang compiler.
Veil implementation of OpenCL.
Information about a device on an OpenCL platform.
Information about a platform that can run OpenCL.
Manages common platform-specific features.
An interface for a pose that can be applied to a model.
Events fired when Veil runs post-processing.
Fired after Veil runs the default post-processing steps.
Fired before Veil runs the default post-processing steps.
Bridges between Minecraft and Veil render classes.
Manages the render pipeline for Veil.
Fired when Veil has finished initialization and the renderer is safe to use.
Additional functionality for
RenderSystem.Default shader names.
Manages the state of uniform block bindings and their associated shader names.