Untitled Game engine no.5
1.0
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#include <GLRenderer.hpp>
Public Member Functions | |
~GLRenderer () | |
Destructor. | |
void | Init () override |
sets up the renderer | |
void | Shutdown () override |
Shutdown the render api. | |
void | SetClearColor (uint32_t c) override |
void | Clear () override |
Clear the screen. | |
void | Submit (const std::string &tag, const Ref< Transform > &transform, const Ref< MeshRenderer > &renderer) override |
float | AddTexture (const Ref< Texture > &texture) |
void | AddTag (const std::string &name, RenderTag tag, ViewProjection projection=ViewProjection::PROJECTION) override |
Adds a rendering step to the Flush cycle. More... | |
void | Flush () override |
Public Member Functions inherited from Engine::Renderer | |
virtual void | SetClearColor (unsigned int c)=0 |
Additional Inherited Members | |
Public Types inherited from Engine::Renderer | |
enum | API { None = 0, OpenGL = 1 } |
Rendering system api enumeration. | |
Static Public Member Functions inherited from Engine::Renderer | |
static API | GetAPI () |
Get the current api we are using. | |
static Uni< Renderer > | Create () |
Create the render API. | |
Wrapper to facilitate management of OpenGL rendering data.
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overridevirtual |
Adds a rendering step to the Flush cycle.
name | key string of the rendering step |
tag | shader vertex data |
projection | the type of projection to use for the render step |
Implements Engine::Renderer.
Add a texture to the render sampler lookup.
texture | texture reference |
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overridevirtual |
Draw the elements to the screen.
TODO: (assumes each draw is a quad) so for 4 verts / 4 * 6 is 6 calls this is to prevent overlapping draws
Implements Engine::Renderer.
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override |
Set the color for the background whenever the color is cleared.
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overridevirtual |
Submit an object to the render queue right now it draw it right away
mesh | to draw |
transform | location to draw at |
Implements Engine::Renderer.