 |
BARE2D
|
|
Go to the documentation of this file.
13 BumpyGlyph(glm::vec4& destRect, glm::vec4& uvRect, GLuint&
Texture, GLuint& Bumpmap,
float& Depth,
Colour& colour,
float& angle, glm::vec2& COR);
25 BumpyRenderer(std::string& fragShader, std::string& vertShader,
unsigned int perspectiveWidth = 2,
unsigned int perspectiveHeight = 2);
32 virtual void render()
override;
35 virtual void draw(glm::vec4 destRect, glm::vec4 uvRect, GLuint texture,
float depth,
Colour colour =
Colour(255, 255, 255, 255),
float angle = 0.0f, glm::vec2 COR = glm::vec2(0.5f));
36 virtual void draw(glm::vec4 destRect, glm::vec4 uvRect, GLuint texture, GLuint bumpmap,
float depth,
Colour colour =
Colour(255, 255, 255, 255),
float angle = 0.0f, glm::vec2 COR = glm::vec2(0.5f));
A simple renderer. Has the GLSL VAOs vertexPosition (vec3), vertexColour (vec4), and vertexUV (vec2)....
virtual void initUniforms() override
Initializes all uniforms, such as colour attachments, depth attachments, etc.
virtual void createRenderBatches() override
Constructs all of the render batches from data given by, say, draw() calls.
virtual void preRender() override
Does stuff inside of the render function, within the shader's use.
The texture struct holds very basic stuff - the filepath, width, height, and ID,.
virtual void draw(glm::vec4 destRect, glm::vec4 uvRect, GLuint texture, float depth, Colour colour=Colour(255, 255, 255, 255), float angle=0.0f, glm::vec2 COR=glm::vec2(0.5f))
std::vector< GLuint > m_batchBumpmaps
This is a BasicRenderer, but it includes the usage of bumpmaps. This can be useful for lighting....
The glyph represents a renderbatch's primitive data, which is created from each draw call in the basi...
BumpyRenderer(std::string &fragShader, std::string &vertShader, unsigned int perspectiveWidth=2, unsigned int perspectiveHeight=2)
virtual void render() override
Actually renders the contents to the screen!
BumpyGlyph(glm::vec4 &destRect, glm::vec4 &uvRect, GLuint &Texture, GLuint &Bumpmap, float &Depth, Colour &colour, float &angle, glm::vec2 &COR)
This is a glyph, but with bumpmap (for lighting etc.).
An RGBA 8-bit colour value.