Add IDhApiRenderProxy for getting/setting framebuffers and textures
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@@ -25,7 +25,7 @@ import com.seibel.distanthorizons.api.objects.DhApiResult;
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* Used to interact with Distant Horizons' rendering system.
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*
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* @author James Seibel
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* @version 2023-2-8
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* @version 2023-10-13
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* @since API 1.0.0
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*/
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public interface IDhApiRenderProxy
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@@ -45,4 +45,34 @@ public interface IDhApiRenderProxy
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*/
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DhApiResult<Boolean> clearRenderDataCache();
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/**
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* Returns the name of Distant Horizons' FrameBuffer. <br>
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* Will return {@link DhApiResult#success} = false and {@link DhApiResult#payload} = -1 if the FrameBuffer hasn't been created yet.
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*/
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DhApiResult<Integer> getDhFrameBufferId();
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/**
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* Sets the FrameBuffer name that Distant Horizons will draw to after it finishes generating a frame texture. <br>
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* Setting this to -1 will cause Distant Horizons to use Minecraft's FrameBuffer. <br><br>
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*
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* Will return {@link DhApiResult#success} = false given name isn't a valid FrameBuffer.
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*/
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DhApiResult<Void> setTargetFrameBufferId(int frameBufferId);
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/**
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* Returns the FrameBuffer name that Distant Horizons will draw to after it finishes generating a frame texture. <br>
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* By default this will be Minecraft's FrameBuffer.
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*/
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DhApiResult<Integer> getTargetFrameBufferId();
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/**
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* Returns the name of Distant Horizons' depth texture. <br>
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* Will return {@link DhApiResult#success} = false and {@link DhApiResult#payload} = -1 if the texture hasn't been created yet.
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*/
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DhApiResult<Integer> getDhDepthTextureId();
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/**
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* Returns the name of Distant Horizons' color texture. <br>
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* Will return {@link DhApiResult#success} = false and {@link DhApiResult#payload} = -1 if the texture hasn't been created yet.
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*/
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DhApiResult<Integer> getDhColorTextureId();
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}
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