11class GraphicsPipeline;
17class VertexDescription;
47 void Render(
CommandBuffer& commandBuffer,
Video::Texture2D* texture,
const glm::vec2& size,
const glm::vec2& pivot,
const glm::mat4& modelMatrix,
const glm::vec4& tint)
const;
65 struct MatricesValues {
66 glm::mat4 viewProjectionMatrix;
69 struct FragmentUniforms {
A buffer containing GPU accessible data.
Definition: Buffer.hpp:8
A buffer into which rendering commands are recorded.
Definition: CommandBuffer.hpp:24
Binds together a vertex description with buffers.
Definition: GeometryBinding.hpp:8
A graphics pipeline.
Definition: GraphicsPipeline.hpp:11
Low level renderer abstracting the underlaying graphics API (OpenGL or Vulkan).
Definition: LowLevelRenderer.hpp:27
Super class render program.
Definition: RenderProgram.hpp:14
float gamma
Definition: RenderProgram.hpp:35
Determines how a texture should be sampled.
Definition: Sampler.hpp:6
Compiles and handles a shader. Shaders should be linked together into a ShaderProgram.
Definition: Shader.hpp:8
A shader program.
Definition: ShaderProgram.hpp:11
Render program to render a sprite.
Definition: SpriteRenderProgram.hpp:20
void PreRender(CommandBuffer &commandBuffer, const glm::mat4 &viewProjectionMatrix)
Bind render program.
Definition: SpriteRenderProgram.cpp:73
~SpriteRenderProgram()
Destructor.
Definition: SpriteRenderProgram.cpp:60
SpriteRenderProgram(LowLevelRenderer *lowLevelRenderer)
Create new sprite render program.
Definition: SpriteRenderProgram.cpp:20
void Render(CommandBuffer &commandBuffer, Video::Texture2D *texture, const glm::vec2 &size, const glm::vec2 &pivot, const glm::mat4 &modelMatrix, const glm::vec4 &tint) const
Render sprite.
Definition: SpriteRenderProgram.cpp:92
A two-dimensional texture.
Definition: Texture2D.hpp:10
Describes how a vertex buffer is accessed by a shader.
Definition: VertexDescription.hpp:8
Definition: Editor.hpp:18