#include <Renderer2D.h>
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| static void | Init () |
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| static void | Shutdown () |
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| static void | BeginScene (const OrthographicCamera &camera) |
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| static void | EndScene () |
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| static void | DrawQuad (const glm::vec2 &position, const glm::vec2 &size, const glm::vec4 &color) |
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| static void | DrawQuad (const glm::vec3 &position, const glm::vec2 &size, const glm::vec4 &color) |
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| static void | DrawQuad (const glm::vec2 &position, const glm::vec2 &size, const Ref< Texture > &texture, float tilingFactor=1.0f, const glm::vec4 &tintColor=glm::vec4(1.0f)) |
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| static void | DrawQuad (const glm::vec3 &position, const glm::vec2 &size, const Ref< Texture > &texture, float tilingFactor=1.0f, const glm::vec4 &tintColor=glm::vec4(1.0f)) |
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| static void | DrawRotatedQuad (const glm::vec2 &position, const glm::vec2 &size, float rotation, const glm::vec4 &color) |
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| static void | DrawRotatedQuad (const glm::vec3 &position, const glm::vec2 &size, float rotation, const glm::vec4 &color) |
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| static void | DrawRotatedQuad (const glm::vec2 &position, const glm::vec2 &size, float rotation, const Ref< Texture > &texture, float tilingFactor=1.0f, const glm::vec4 &tintColor=glm::vec4(1.0f)) |
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| static void | DrawRotatedQuad (const glm::vec3 &position, const glm::vec2 &size, float rotation, const Ref< Texture > &texture, float tilingFactor=1.0f, const glm::vec4 &tintColor=glm::vec4(1.0f)) |
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Renderer2D.h 파일의 8 번째 라인에서 정의되었습니다.
◆ BeginScene()
◆ DrawQuad() [1/4]
| void Gear::Renderer2D::DrawQuad |
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const glm::vec2 & |
position, |
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const glm::vec2 & |
size, |
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const glm::vec4 & |
color |
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◆ DrawQuad() [2/4]
| void Gear::Renderer2D::DrawQuad |
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const glm::vec2 & |
position, |
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const glm::vec2 & |
size, |
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const Ref< Texture > & |
texture, |
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float |
tilingFactor = 1.0f, |
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const glm::vec4 & |
tintColor = glm::vec4(1.0f) |
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Renderer2D.cpp 파일의 106 번째 라인에서 정의되었습니다.
108 DrawQuad({ position.x, position.y, 0.0f }, size, texture, tilingFactor, tintColor);
◆ DrawQuad() [3/4]
| void Gear::Renderer2D::DrawQuad |
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const glm::vec3 & |
position, |
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const glm::vec2 & |
size, |
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const glm::vec4 & |
color |
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Renderer2D.cpp 파일의 90 번째 라인에서 정의되었습니다.
98 glm::mat4 translate = glm::translate(glm::mat4(1.0f), position)
99 * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
◆ DrawQuad() [4/4]
| void Gear::Renderer2D::DrawQuad |
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const glm::vec3 & |
position, |
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const glm::vec2 & |
size, |
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const Ref< Texture > & |
texture, |
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float |
tilingFactor = 1.0f, |
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const glm::vec4 & |
tintColor = glm::vec4(1.0f) |
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Renderer2D.cpp 파일의 111 번째 라인에서 정의되었습니다.
119 glm::mat4 translate = glm::translate(glm::mat4(1.0f), position)
120 * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
◆ DrawRotatedQuad() [1/4]
| void Gear::Renderer2D::DrawRotatedQuad |
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const glm::vec2 & |
position, |
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const glm::vec2 & |
size, |
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float |
rotation, |
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const glm::vec4 & |
color |
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◆ DrawRotatedQuad() [2/4]
| void Gear::Renderer2D::DrawRotatedQuad |
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const glm::vec2 & |
position, |
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const glm::vec2 & |
size, |
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float |
rotation, |
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const Ref< Texture > & |
texture, |
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float |
tilingFactor = 1.0f, |
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const glm::vec4 & |
tintColor = glm::vec4(1.0f) |
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◆ DrawRotatedQuad() [3/4]
| void Gear::Renderer2D::DrawRotatedQuad |
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const glm::vec3 & |
position, |
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const glm::vec2 & |
size, |
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float |
rotation, |
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const glm::vec4 & |
color |
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Renderer2D.cpp 파일의 132 번째 라인에서 정의되었습니다.
140 glm::mat4 translate = glm::translate(glm::mat4(1.0f), position)
141 * glm::rotate(glm::mat4(1.0f), rotation, {0.0f, 0.0f, 1.0f, })
142 * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
◆ DrawRotatedQuad() [4/4]
| void Gear::Renderer2D::DrawRotatedQuad |
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const glm::vec3 & |
position, |
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const glm::vec2 & |
size, |
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float |
rotation, |
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const Ref< Texture > & |
texture, |
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float |
tilingFactor = 1.0f, |
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const glm::vec4 & |
tintColor = glm::vec4(1.0f) |
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Renderer2D.cpp 파일의 154 번째 라인에서 정의되었습니다.
162 glm::mat4 translate = glm::translate(glm::mat4(1.0f), position)
163 * glm::rotate(glm::mat4(1.0f), rotation, { 0.0f, 0.0f, 1.0f, })
164 * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
◆ EndScene()
| void Gear::Renderer2D::EndScene |
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◆ Init()
| void Gear::Renderer2D::Init |
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Renderer2D.cpp 파일의 21 번째 라인에서 정의되었습니다.
25 s_Data =
new Renderer2DStorage();
30 float squareVertices[5 * 4] = {
31 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
32 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
33 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
34 -0.5f, 0.5f, 0.0f, 0.0f, 1.0f
36 uint32_t squreIndices[6] = {
41 Ref<VertexBuffer> squareVB;
50 Ref<IndexBuffer> squreIB;
56 uint32_t whiteTextureData = 0xffffffff;
◆ Shutdown()
| void Gear::Renderer2D::Shutdown |
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