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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 |
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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 |
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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: