=b  java/lang/Object()V'zombie/core/sprite/SpriteRendererStates   zombie/core/SpriteRendererm_states)Lzombie/core/sprite/SpriteRendererStates;  m_waitingForRenderStateZ   ringBuffer'Lzombie/core/SpriteRenderer$RingBuffer;  %zombie/core/SpriteRenderer$RingBuffercreate    getPopulating(()Lzombie/core/sprite/SpriteRenderState; "#$ %$zombie/core/sprite/SpriteRenderStateclear ' ()getPopulatingActiveState/()Lzombie/core/sprite/GenericSpriteRenderState; +,- ./+zombie/core/sprite/GenericSpriteRenderState glDepthMask(Z)V +1 23 renderflippedF(Lzombie/core/textures/Texture;FFFFFFFFLjava/util/function/Consumer;)V +5 67 drawModel4(Lzombie/core/skinnedmodel/ModelManager$ModelSlot;)V +9 :; drawSkyBox!(Lzombie/core/opengl/Shader;III)V += >? drawWater!(Lzombie/core/opengl/Shader;IIZ)V +A B; drawPuddles +D EF drawParticles(III)V +H IJ drawGeneric3(Lzombie/core/textures/TextureDraw$GenericDrawer;)V +L MN glDisable(I)V +P QNglEnable +S TN glStencilMask +V WNglClear +Y Z[ glClearColor(IIII)V +] ^F glStencilFunc +` aF glStencilOp +c d[ glColorMask +f gh glAlphaFunc(IF)V +j kl glBlendFunc(II)V +n o[glBlendFuncSeparate +q rNglBlendEquation +t uvrenderJ(Lzombie/core/textures/Texture;DDDDDDDDFFFFLjava/util/function/Consumer;)V +x uyV(Lzombie/core/textures/Texture;DDDDDDDDFFFFFFFFFFFFFFFFLjava/util/function/Consumer;)V +{ |} renderdebugV(Lzombie/core/textures/Texture;FFFFFFFFFFFFFFFFFFFFFFFFLjava/util/function/Consumer;)V +  renderline*(Lzombie/core/textures/Texture;FFFFFFFFI)V + )(Lzombie/core/textures/Texture;IIIIFFFF)V + u-(Lzombie/core/textures/Texture;FFFFFFFFIIII)V  zombie/core/math/PZMathfloor(F)F ceil + u3 clamp(III)I + uN(Lzombie/core/textures/Texture;FFFFFFFFFFFFFFFFLjava/util/function/Consumer;)V +  renderRect (IIIIFFFF)V +  renderPoly(FFFFFFFFFFFF)V + -(Lzombie/core/textures/Texture;FFFFFFFFFFFF)V + 5(Lzombie/core/textures/Texture;FFFFFFFFFFFFFFFFFFFF)V  adda(Lzombie/core/textures/TextureDraw;Lzombie/core/textures/TextureDraw;Lzombie/core/Styles/Style;)V "  prePopulating   getRendering "  numSpritesI " stateUI(Lzombie/core/sprite/SpriteRenderStateUI; &zombie/core/sprite/SpriteRenderStateUI "  onRendered  zombie/core/textures/TextureFBOreset  zombie/iso/IsoPuddlesVBOs.Lzombie/core/opengl/SharedVertexBufferObjects;  ,zombie/core/opengl/SharedVertexBufferObjects startFrame  zombie/GameProfiler getInstance()Lzombie/GameProfiler;buildStateUIDrawBuffer(UI) accept1()Lzombie/util/lambda/Invokers$Params2$ICallback; invokeAndMeasureh(Ljava/lang/String;Ljava/lang/Object;Ljava/lang/Object;Lzombie/util/lambda/Invokers$Params2$ICallback;)VbuildStateDrawBuffer  zombie/core/Core()Lzombie/core/Core; " fbo!Lzombie/core/textures/TextureFBO; setLastRenderedFBO$(Lzombie/core/textures/TextureFBO;)V notifyRenderStateQueue  begin " sprite#[Lzombie/core/textures/TextureDraw; " stylezombie/core/Styles/Style; buildDrawBufferi([Lzombie/core/textures/TextureDraw;[Lzombie/core/Styles/Style;ILzombie/core/SpriteRenderer$RingBuffer;)VringBuffer.render run()Ljava/lang/Runnable;   )(Ljava/lang/String;Ljava/lang/Runnable;)V   bActive  u   notifyAll + lglBuffer + glDoStartFrame(IIFI)V + (IIFIZ)V + !FglDoStartFrameFx +# $/glIgnoreStyles +& ' glDoEndFrame +) *NglDoEndFrameFx +, -hdoCoreIntParam +/ 0FglTexParameteri +2 3l StartShader +5 6 EndShader +8 9:setCutawayTexture%(Lzombie/core/textures/Texture;IIII)V +< =clearCutawayTexture +? @AsetUseVertColorsArray(BIIII)V +C DclearUseVertColorsArray +F GHsetExtraWallShaderParams3(Lzombie/core/SpriteRenderer$WallShaderTexRender;)V +J KFShaderUpdate1i +M NOShaderUpdate1f(IIF)V +Q RSShaderUpdate2f(IIFF)V +U VWShaderUpdate3f(IIFFF)V +Y Z[ShaderUpdate4f (IIFFFF)V +] ^glLoadIdentity +` aNglGenerateMipMaps +c dNglBind +f g[ glViewport ijk lm#zombie/core/Styles/TransparentStyleinstance%Lzombie/core/Styles/TransparentStyle; o pq defaultStyle"Lzombie/core/Styles/AbstractStyle; stzombie/core/opengl/GLState v wwaitForReadySlotToOpen y zmovePopulatingToReady | }~waitForReadyState'(Ljava/util/function/BooleanSupplier;)Z  moveReadyToRendering  }(zombie/core/SpriteRenderer$s_performance/Lzombie/core/profiling/PerformanceProfileProbe;  -zombie/core/profiling/PerformanceProfileProbestart  ~waitForReadyStateInternal  end  zombie/core/opengl/RenderThread isRunning()Z   getReady  isWaitForRenderState  isWaitingForRenderState  "java/util/function/BooleanSupplier getAsBoolean  waitjava/lang/InterruptedException  w  waitForReadySlotToOpenInternal + index  )getRenderingActiveState +o  l zombie/core/Styles/AdditiveStyle"Lzombie/core/Styles/AdditiveStyle; "  playerCamera[Lzombie/iso/PlayerCamera;  Nzombie/iso/PlayerCamerainitFromIsoCamera "  playerIndex  getPlayerZoomLevel()F  getPlayerMaxZoom  getPlayerMinZoom "  zoomLevel[F "  maxZoomLevelF "  minZoomLevel   lLzombie/core/SpriteRenderer;   GL_BLENDFUNC_ENABLED VERTEX_SIZE ConstantValue TEXTURE0_COORD_OFFSETTEXTURE1_COORD_OFFSETTEXTURE2_ATTRIB_OFFSET COLOR_OFFSETNUM_RENDER_STATESCodeLineNumberTable clearSprites Signaturej(Lzombie/core/textures/Texture;FFFFFFFFLjava/util/function/Consumer;)Vn(Lzombie/core/textures/Texture;DDDDDDDDFFFFLjava/util/function/Consumer;)Vz(Lzombie/core/textures/Texture;DDDDDDDDFFFFFFFFFFFFFFFFLjava/util/function/Consumer;)Vz(Lzombie/core/textures/Texture;FFFFFFFFFFFFFFFFFFFFFFFFLjava/util/function/Consumer;)V*(Lzombie/core/textures/Texture;IIIIFFFFI)VrenderiF(Lzombie/core/textures/Texture;IIIIFFFFLjava/util/function/Consumer;)Vj(Lzombie/core/textures/Texture;IIIIFFFFLjava/util/function/Consumer;)V renderClampedJ(Lzombie/core/textures/Texture;IIIIIIIIFFFFLjava/util/function/Consumer;)V StackMapTablezombie/core/textures/Texturejava/util/function/Consumern(Lzombie/core/textures/Texture;IIIIIIIIFFFFLjava/util/function/Consumer;)V1(Lzombie/core/textures/Texture;FFFFFFFFFFFFFFFF)Vr(Lzombie/core/textures/Texture;FFFFFFFFFFFFFFFFLjava/util/function/Consumer;)V  zombie/core/textures/TextureDraw zombie/core/Styles/Style postRender)(Lzombie/core/sprite/SpriteRenderState;)VbuildStateUIDrawBufferjava/lang/ThrowablestartOffscreenUIstopOffscreenUI pushFrameDownacquireStateForRenderingL(Ljava/util/function/BooleanSupplier;)Lzombie/core/sprite/SpriteRenderState;getMainStateIndex()IgetRenderStateIndex getDoAdditivesetDefaultStyle%(Lzombie/core/Styles/AbstractStyle;)V setDoAdditive  zombie/core/Styles/AbstractStylesetRenderingPlayerIndexgetRenderingPlayerIndexgetRenderingPlayerCamera(I)Lzombie/iso/PlayerCamera;getRenderingStategetPopulatingStateisMaxZoomLevelisMinZoomLevellambda$buildStateDrawBuffer$0 SourceFileSpriteRenderer.java NestMembers/.zombie/core/SpriteRenderer$WallShaderTexRender1.zombie/core/SpriteRenderer$RingBuffer$StateRunBootstrapMethods4 567 89"java/lang/invoke/LambdaMetafactory metafactory(Ljava/lang/invoke/MethodHandles$Lookup;Ljava/lang/String;Ljava/lang/invoke/MethodType;Ljava/lang/invoke/MethodType;Ljava/lang/invoke/MethodHandle;Ljava/lang/invoke/MethodType;)Ljava/lang/invoke/CallSite;;'(Ljava/lang/Object;Ljava/lang/Object;)V= > @E(Lzombie/core/SpriteRenderer;Lzombie/core/sprite/SpriteRenderState;)VB C F G ) InnerClasses RingBufferK/zombie/core/skinnedmodel/ModelManager$ModelSlotM%zombie/core/skinnedmodel/ModelManager ModelSlotP.zombie/core/textures/TextureDraw$GenericDrawer GenericDrawerS#zombie/util/lambda/Invokers$Params2Uzombie/util/lambda/InvokersParams2X-zombie/util/lambda/Invokers$Params2$ICallback ICallbackWallShaderTexRender s_performanceStateRun^%java/lang/invoke/MethodHandles$Lookup`java/lang/invoke/MethodHandlesLookup1  lB `9**Y *E?@F# JK' * ! 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