Castor3D 0.14.0
Multiplatform 3D engine
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#include <OverlayRenderer.hpp>
Types publics | |
using | MyBufferIndex = VertexBufferIndexT< VertexT, CountT > |
using | Quad = std::array< VertexT, CountT > |
Fonctions membres publiques | |
VertexBufferPoolT (Engine &engine, std::string const &debugName, UniformBufferPool &uboPool, RenderDevice const &device, ashes::PipelineVertexInputStateCreateInfo const &noTexDecl, ashes::PipelineVertexInputStateCreateInfo const &texDecl, uint32_t count) | |
VertexBufferIndexT< VertexT, CountT > | allocate (OverlayRenderNode &node) |
void | deallocate (VertexBufferIndexT< VertexT, CountT > const &index) |
void | upload (ashes::CommandBuffer const &cb) |
Attributs publics | |
Engine & | engine |
RenderDevice const & | device |
UniformBufferPool & | uboPool |
ashes::PipelineVertexInputStateCreateInfo const & | noTexDeclaration |
ashes::PipelineVertexInputStateCreateInfo const & | texDeclaration |
VertexBufferPoolUPtr | buffer |
std::vector< ObjectBufferOffset > | allocated |
using castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::MyBufferIndex = VertexBufferIndexT< VertexT, CountT > |
using castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::Quad = std::array< VertexT, CountT > |
castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::VertexBufferPoolT | ( | Engine & | engine, |
std::string const & | debugName, | ||
UniformBufferPool & | uboPool, | ||
RenderDevice const & | device, | ||
ashes::PipelineVertexInputStateCreateInfo const & | noTexDecl, | ||
ashes::PipelineVertexInputStateCreateInfo const & | texDecl, | ||
uint32_t | count | ||
) |
VertexBufferIndexT< VertexT, CountT > castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::allocate | ( | OverlayRenderNode & | node | ) |
void castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::deallocate | ( | VertexBufferIndexT< VertexT, CountT > const & | index | ) |
void castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::upload | ( | ashes::CommandBuffer const & | cb | ) |
std::vector< ObjectBufferOffset > castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::allocated |
VertexBufferPoolUPtr castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::buffer |
RenderDevice const& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::device |
Engine& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::engine |
ashes::PipelineVertexInputStateCreateInfo const& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::noTexDeclaration |
ashes::PipelineVertexInputStateCreateInfo const& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::texDeclaration |
UniformBufferPool& castor3d::OverlayRenderer::VertexBufferPoolT< VertexT, CountT >::uboPool |