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| void | init (const std::string &vertShaderPath, const std::string &fragShaderPath) |
| | Initialize renderer.
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| void | beginPass (const glm::mat4 &ProjMatrix, const glm::mat4 &ViewMatrix, const glm::vec3 &lightPos, const glm::vec3 &lightColor, const glm::vec3 &eyePos) |
| | Start of a rendering pass and set common uniforms.
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| int | endPass () |
| | Ends pass and resets GL state.
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| void | renderMesh (const std::shared_ptr< RenderableMesh > mesh, const glm::mat4 &WorldMatrix) |
| | Render an instance of a mesh.
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| |
◆ beginPass()
| void eeng::ForwardRenderer::beginPass |
( |
const glm::mat4 & | ProjMatrix, |
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const glm::mat4 & | ViewMatrix, |
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const glm::vec3 & | lightPos, |
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const glm::vec3 & | lightColor, |
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const glm::vec3 & | eyePos ) |
Start of a rendering pass and set common uniforms.
- Parameters
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| ProjMatrix | |
| ViewMatrix | |
| lightPos | |
| lightColor | |
| eyePos | |
◆ endPass()
| int eeng::ForwardRenderer::endPass |
( |
| ) |
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Ends pass and resets GL state.
- Returns
- Number of drawcalls made during pass
◆ init()
| void eeng::ForwardRenderer::init |
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const std::string & | vertShaderPath, |
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const std::string & | fragShaderPath ) |
Initialize renderer.
- Parameters
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| vertShaderPath | |
| fragShaderPath | |
◆ renderMesh()
| void eeng::ForwardRenderer::renderMesh |
( |
const std::shared_ptr< RenderableMesh > | mesh, |
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const glm::mat4 & | WorldMatrix ) |
Render an instance of a mesh.
- Parameters
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| mesh | Mesh to render |
| WorldMatrix | Instance world transform |
The documentation for this class was generated from the following files: