Untold Engine
Beta v0.0.16
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The U4DRender3DModel class manages the rendering of 3D models. More...
Inherits U4DEngine::U4DRenderEntity.
Public Member Functions | |
U4DRender3DModel (U4DModel *uU4DModel) | |
Constructor for class. More... | |
~U4DRender3DModel () | |
class destructor More... | |
bool | loadMTLBuffer () |
Loads the attributes and Uniform data. More... | |
void | loadMTLTexture () |
Loads image texture into GPU. More... | |
void | loadMTLAdditionalInformation () |
Loads additional information for the 3D model. More... | |
void | loadMTLNormalMapTexture () |
Loads Normal Map raw data. More... | |
void | loadMTLMaterialInformation () |
Loads material information for rendering into the GPU. More... | |
void | updateSpaceUniforms () |
Updates the space matrix of the 3D entity. More... | |
void | updateBoneSpaceUniforms () |
Updates the space matrix of each bone used in animation. More... | |
void | updateModelRenderFlags () |
Updates the rendering flags for the 3D model. More... | |
void | updateAllUniforms () |
void | render (id< MTLRenderCommandEncoder > uRenderEncoder) |
Renders the current entity. More... | |
void | initTextureSamplerObjectNull () |
Initializes a null texture sampler object. More... | |
void | alignedAttributeData () |
It aligns all attribute data. More... | |
void | clearModelAttributeData () |
clears all attributes containers More... | |
void | updateModelShaderParametersUniform () |
Update the users parameters used in the shader. | |
void | createNormalMapTextureObject () |
Creates a Normal Map Texture. More... | |
void | createNormalMapSamplerObject () |
Creates a Normal Map Sampler. More... | |
Public Member Functions inherited from U4DEngine::U4DRenderEntity | |
U4DRenderEntity () | |
Constructor for the U4DRenderEntity. More... | |
virtual | ~U4DRenderEntity () |
Destructor for the U4DRenderEntity. More... | |
void | loadRenderingInformation () |
Sends attributes information to the GPU. More... | |
virtual void | updateRenderingInformation () |
Updates the space matrix of the shadow. More... | |
virtual void | modifyRenderingInformation () |
virtual void | createTextureObject (id< MTLTexture > &uTextureObject) |
Creates a texture object to be applied to an entity. More... | |
void | createSamplerObject (id< MTLSamplerState > &uSamplerStateObject, MTLSamplerDescriptor *uSamplerDescriptor) |
Creates a sampler object required for texturing. More... | |
virtual void | setGeometryLineColor (U4DVector4n &uGeometryLineColor) |
Set line color for geometric entities. More... | |
void | clearRawImageData () |
Clear the raw image data. More... | |
void | setIsWithinFrustum (bool uValue) |
Sets property used to determine if entity is within frustum. More... | |
void | setRawImageData (std::vector< unsigned char > uRawImageData) |
void | setImageWidth (unsigned int uImageWidth) |
void | setImageHeight (unsigned int uImageHeight) |
bool | createTextureAndSamplerObjects (id< MTLTexture > &uTextureObject, id< MTLSamplerState > &uSamplerStateObject, MTLSamplerDescriptor *uSamplerDescriptor, std::string uTextureName) |
void | setPipelineForPass (std::string uPipelineName, int uRenderPassKey) |
void | removePassPipelinePair (int uRenderPassKey) |
U4DRenderPipelineInterface * | getPipeline (int uRenderPassKey) |
Additional Inherited Members | |
Protected Attributes inherited from U4DEngine::U4DRenderEntity | |
id< MTLDevice > | mtlDevice |
Pointer representing a Metal Device. | |
id< MTLBuffer > | attributeBuffer |
Pointer to the attribute buffer. | |
id< MTLBuffer > | indicesBuffer |
Pointer to the index buffer. | |
id< MTLBuffer > | uniformSpaceBuffer |
Pointer to the Uniform that holds the Space matrix. | |
bool | eligibleToRender |
Variable to determine if object should be rendered. | |
bool | isWithinFrustum |
Variable to determine if the 3D object is within the frustum. | |
std::vector< unsigned char > | rawImageData |
buffer for the raw image data of a texture | |
unsigned int | imageWidth |
Width of the texture image. | |
unsigned int | imageHeight |
Height of the texture image. | |
std::map< int, U4DRenderPipelineInterface * > | renderPassPipelineMap |
The U4DRender3DModel class manages the rendering of 3D models.
It manages the rendering of all 3D models such as game characters. It also manages shadows and animation rendering.
U4DEngine::U4DRender3DModel::U4DRender3DModel | ( | U4DModel * | uU4DModel | ) |
Constructor for class.
It initializes the buffers and textures used for rendering
uU4DModel | 3D entity which will be managed by the class |
U4DEngine::U4DRender3DModel::~U4DRender3DModel | ( | ) |
class destructor
It releases the bone buffer, shadow buffer and sampler descriptor.
void U4DEngine::U4DRender3DModel::alignedAttributeData | ( | ) |
It aligns all attribute data.
Aligns vertices, normal vectors, uv, tangent, material data, vertex weights and bone indices. This is necessary when using Metal
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clears all attributes containers
clears attributes containers such as vertices, normal maps, uv, tangent, material data, vertex weights and bones
Reimplemented from U4DEngine::U4DRenderEntity.
void U4DEngine::U4DRender3DModel::createNormalMapSamplerObject | ( | ) |
Creates a Normal Map Sampler.
Creates a sampler descriptor, sets the filtering and addressing setting and creates a sampler object using the sampler descriptor
void U4DEngine::U4DRender3DModel::createNormalMapTextureObject | ( | ) |
Creates a Normal Map Texture.
Creates a texture descriptor and a texture object. Copies the Normal Map raw image data into the texture object.
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Initializes a null texture sampler object.
It creates a null texture object, null normal map texture object, null shadow texture object and a null sampler object
Reimplemented from U4DEngine::U4DRenderEntity.
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Loads additional information for the 3D model.
It loads Normal Map texture, material and light information
Reimplemented from U4DEngine::U4DRenderEntity.
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Loads the attributes and Uniform data.
It prepares the attribute data so that it is aligned. It then loads the attributes into a buffer. It also loads uniform data into a buffer
Reimplemented from U4DEngine::U4DRenderEntity.
void U4DEngine::U4DRender3DModel::loadMTLMaterialInformation | ( | ) |
Loads material information for rendering into the GPU.
It loads information about the diffuse and specular material. As well, as their intensity. This information is used for lighting
void U4DEngine::U4DRender3DModel::loadMTLNormalMapTexture | ( | ) |
Loads Normal Map raw data.
It decodes the normal map texture data, creates a texture object, a texture sampler, and loads the normal map data into a buffer
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Loads image texture into GPU.
It decodes the current texture image, creates a texture object, a texture sampler, and loads the raw data into a buffer
Reimplemented from U4DEngine::U4DRenderEntity.
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Renders the current entity.
Updates the space matrix, any rendering flags, bones and shadows properties. It encodes the pipeline, buffers and issues the draw command
uRenderEncoder | Metal encoder object for the current entity |
Reimplemented from U4DEngine::U4DRenderEntity.
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Reimplemented from U4DEngine::U4DRenderEntity.
void U4DEngine::U4DRender3DModel::updateBoneSpaceUniforms | ( | ) |
Updates the space matrix of each bone used in animation.
It accesses the entity's armature and updates each bone space matrix
void U4DEngine::U4DRender3DModel::updateModelRenderFlags | ( | ) |
Updates the rendering flags for the 3D model.
It updates flags such as if shadows, normal map texturing, armatures should be enabled or disabled
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Updates the space matrix of the 3D entity.
It updates the space matrix of the entity by using the current world and camera space matrix
Reimplemented from U4DEngine::U4DRenderEntity.