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| AbstractRenderQueue (const AbstractRenderQueue &)=delete |
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| AbstractRenderQueue (AbstractRenderQueue &&)=default |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const Vector2f > sizePtr, SparsePtr< const Vector2f > sinCosPtr=nullptr, SparsePtr< const Color > colorPtr=nullptr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const Vector2f > sizePtr, SparsePtr< const Vector2f > sinCosPtr, SparsePtr< const float > alphaPtr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const Vector2f > sizePtr, SparsePtr< const float > anglePtr, SparsePtr< const Color > colorPtr=nullptr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const Vector2f > sizePtr, SparsePtr< const float > anglePtr, SparsePtr< const float > alphaPtr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const float > sizePtr, SparsePtr< const Vector2f > sinCosPtr=nullptr, SparsePtr< const Color > colorPtr=nullptr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const float > sizePtr, SparsePtr< const Vector2f > sinCosPtr, SparsePtr< const float > alphaPtr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const float > sizePtr, SparsePtr< const float > anglePtr, SparsePtr< const Color > colorPtr=nullptr)=0 |
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virtual void | AddBillboards (int renderOrder, const Material *material, unsigned int count, SparsePtr< const Vector3f > positionPtr, SparsePtr< const float > sizePtr, SparsePtr< const float > anglePtr, SparsePtr< const float > alphaPtr)=0 |
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virtual void | AddDrawable (int renderOrder, const Drawable *drawable)=0 |
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virtual void | AddDirectionalLight (const DirectionalLight &light) |
| Adds a directional light to the rendering queue. More...
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virtual void | AddMesh (int renderOrder, const Material *material, const MeshData &meshData, const Boxf &meshAABB, const Matrix4f &transformMatrix)=0 |
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virtual void | AddPointLight (const PointLight &light) |
| Adds a point light to the rendering queue. More...
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virtual void | AddSpotLight (const SpotLight &light) |
| Adds a spot light to the rendering queue. More...
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virtual void | AddSprites (int renderOrder, const Material *material, const VertexStruct_XYZ_Color_UV *vertices, std::size_t spriteCount, const Texture *overlay=nullptr)=0 |
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virtual void | Clear (bool fully=false) |
| Clears the rendering queue. More...
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AbstractRenderQueue & | operator= (const AbstractRenderQueue &)=delete |
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AbstractRenderQueue & | operator= (AbstractRenderQueue &&)=default |
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Graphics class that represents the rendering queue for our scene.