FPipeline¶
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namespace
marengine -
class
FPipeline: public IPipeline¶ Subclassed by FPipelineMesh
Public Functions
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void
passBufferStorage(FBufferStorage *pBufferStorage) final¶
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void
passShadersStorage(FShadersStorage *pShadersStorage) final¶
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void
passMaterialStorage(FMaterialStorage *pMaterialStorage) final¶
Protected Attributes
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FBufferStorage *
p_pBufferStorage= {nullptr}¶
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FShadersStorage *
p_pShadersStorage= {nullptr}¶
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FMaterialStorage *
p_pMaterialStorage= {nullptr}¶
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void
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class
FPipelineFactory: public IPipelineFactory¶ Subclassed by FPipelineFactoryOpenGL
Public Functions
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void
fillPipelineFor(FPipelineMeshColor *const pPipeline, FMeshBatchStaticColor *const pBatch) const final¶
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void
fillPipelineFor(FPipelineMeshTex2D *const pPipeline, FMeshBatchStaticTex2D *const pBatch) const final¶
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template<typename
TMeshBatch>
FPipelineMesh *emplaceMeshAndFill(TMeshBatch *pMeshBatch)¶
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void
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class
FPipelineMesh: public FPipeline¶ Subclassed by FPipelineMeshColor, FPipelineMeshTex2D
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class
FPipelineMeshColor: public FPipelineMesh¶ Subclassed by FPipelineMeshColorOpenGL
Public Functions
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void
passColorSSBO(int32 i) final¶
Protected Attributes
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int32
p_colorIndex= {-1}¶
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void
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class
FPipelineMeshTex2D: public FPipelineMesh¶ Subclassed by FPipelineMeshTex2DOpenGL
Public Functions
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void
passSamplerArray(const std::array<const char*, 32> &samplerArray) final¶
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int32
discoverSamplerLocation(const char *samplerName) const = 0¶
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void
passTexture(int32 i) final¶
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auto
getSamplerLocations() -> decltype(m_samplerLocations)&¶
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void
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class
FPipelineStorage: public IPipelineStorage¶ Subclassed by FPipelineStorageOpenGL
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class