Untitled Game engine no.5  1.0
Public Member Functions | Public Attributes | List of all members
Engine::MeshRenderer Struct Reference

Scene Component for passing drawing data to the renderer. Stores vertex data and references to the texture maps which they belong to. More...

#include <MeshRenderer.hpp>

Inheritance diagram for Engine::MeshRenderer:
Inheritance graph
[legend]

Public Member Functions

void SetMesh (const Ref< Mesh > &renderMesh)
 
void SetMap (const Ref< Texture > &tex)
 

Public Attributes

Ref< ColorMapcolorMap = nullptr
 
Ref< TextureMapmap = nullptr
 
Ref< Texturetexture = nullptr
 
std::vector< Ref< Texture > > vertexTextures = std::vector<Ref<Texture>>()
 
Ref< Meshmesh = nullptr
 

Detailed Description

Scene Component for passing drawing data to the renderer. Stores vertex data and references to the texture maps which they belong to.

Member Function Documentation

◆ SetMap()

void Engine::MeshRenderer::SetMap ( const Ref< Texture > &  tex)
inline

Set the texture mapping of the renderer.

Parameters
texthe texture mapping

◆ SetMesh()

void Engine::MeshRenderer::SetMesh ( const Ref< Mesh > &  renderMesh)
inline

Set the mesh of the renderer.

Parameters
renderMeshlinked render mesh

Member Data Documentation

◆ colorMap

Ref<ColorMap> Engine::MeshRenderer::colorMap = nullptr

Mapping data for color mixing.

◆ map

Ref<TextureMap> Engine::MeshRenderer::map = nullptr

Texture coordinate mapping data indexed by mesh values.

◆ mesh

Ref<Mesh> Engine::MeshRenderer::mesh = nullptr

Vertex data storage. Can be the only thing passed to the renderer, as it is where the data ends up overwriting.

◆ texture

Ref<Texture> Engine::MeshRenderer::texture = nullptr

Single texture reference for simple vertex rendering

◆ vertexTextures

std::vector<Ref<Texture> > Engine::MeshRenderer::vertexTextures = std::vector<Ref<Texture>>()

Mapped texture references index by mesh values.


The documentation for this struct was generated from the following file: