TazGraph Project
v0.1.0
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RenderEngine
src
Renderers
PlaneRenderers
LightRenderer
LightRenderer.h
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#pragma once
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#include "../../Renderer.h"
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// init --_
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// `-->begin()
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// |
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// | --> draw()
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// | --> draw()
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// |
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// |--> end()
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// `--> renderBatch()
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class
LightRenderer
:
public
Taz::Renderer
{
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public
:
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LightRenderer
();
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~LightRenderer
();
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void
init();
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void
begin();
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void
initBatch(
Taz::RenderBatch
& batch);
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void
drawTriangle(
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size_t
v_index,
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const
glm::vec3& position,
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const
glm::vec3& size,
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const
glm::vec3& cpuRotation,
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const
TazColor
& color);
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void
draw
(
size_t
v_index,
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const
glm::vec2& rectSize,
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const
glm::vec3& position,
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const
glm::vec3& mRotation,
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const
TazColor
& color);
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void
drawBox(
size_t
v_index,
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const
glm::vec3& boxSize,
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const
glm::vec3& position,
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const
glm::vec3& mRotation,
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const
TazColor
& color);
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void
drawSphere(
size_t
v_index,
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const
glm::vec3& sphereSize,
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const
glm::vec3& position,
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const
glm::vec3& mRotation,
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const
TazColor
& color);
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void
endBatch(
const
Taz::RenderBatch
& batch)
override
;
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void
dispose();
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std::vector<TazLightVertex> sphereVertices = {
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// Generated vertices will go here
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};
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std::vector<GLuint> sphereIndices = {
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// Generated indices will go here
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};
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private
:
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void
createInstancesVBO();
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void
createVertexArray();
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std::vector<ColorMeshRenderer> _meshesArrays;
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std::vector<ColorMeshRenderer> _meshesElements;
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size_t
currentBatchIndex = 0;
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};
LightRenderer
Definition
LightRenderer.h:15
LightRenderer::draw
void draw(size_t v_index, const glm::vec2 &rectSize, const glm::vec3 &position, const glm::vec3 &mRotation, const TazColor &color)
draws are needed to convert the pos and size to vertices
Definition
LightRenderer.cpp:86
Taz::Renderer
Definition
Renderer.h:51
TazGraphEngine::Color
Definition
Vertex.h:44
Taz::RenderBatch
Definition
Renderer.h:19
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