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Untold Engine
Beta v0.0.16
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The U4DRenderImage class manages the rendering of all 2D images. More...
Inherits U4DEngine::U4DRenderEntity.
Inherited by U4DEngine::U4DRenderFont, and U4DEngine::U4DRenderSprite.
Public Member Functions | |
| U4DRenderImage (U4DImage *uU4DImage) | |
| Constructor for class. More... | |
| ~U4DRenderImage () | |
| Destructor for class. | |
| void | initMTLRenderLibrary () |
| Initializes the library shaders. More... | |
| void | initMTLRenderPipeline () |
| Initializes the Rendering Pipeline. More... | |
| virtual bool | loadMTLBuffer () |
| Loads the attributes and Uniform data. More... | |
| void | loadMTLTexture () |
| Loads image texture into GPU. More... | |
| void | updateSpaceUniforms () |
| Updates the space matrix of the entity. More... | |
| void | render (id< MTLRenderCommandEncoder > uRenderEncoder) |
| Renders the current entity. More... | |
| void | alignedAttributeData () |
| It aligns all attribute data. More... | |
| virtual void | clearModelAttributeData () |
| clears all attributes containers More... | |
| void | initTextureSamplerObjectNull () |
| Set texture sampler to NULL. 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 | loadMTLAdditionalInformation () |
| Loads additional information for different types of entities. More... | |
| virtual void | updateAllUniforms () |
| 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) |
Protected Attributes | |
| std::vector< AttributeAlignedImageData > | attributeAlignedContainer |
| vector for the aligned attribute data. The attributes need to be aligned before they are processed by the GPU | |
| MTLSamplerDescriptor * | nullSamplerDescriptor |
| Pointer to the null sampler descriptor used for texturing. | |
| id< MTLTexture > | textureObject |
| Pointer that represents the texture object. | |
| id< MTLSamplerState > | samplerStateObject |
| Pointer to the Sampler State object. | |
| MTLSamplerDescriptor * | samplerDescriptor |
| Pointer to the Sampler descriptor. | |
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 U4DRenderImage class manages the rendering of all 2D images.
| U4DEngine::U4DRenderImage::U4DRenderImage | ( | U4DImage * | uU4DImage | ) |
Constructor for class.
It sets the image entity it will manage
| uU4DImage | image entity |
| void U4DEngine::U4DRenderImage::alignedAttributeData | ( | ) |
It aligns all attribute data.
Aligns vertices and uv. This is necessary when using Metal
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virtual |
clears all attributes containers
clears attributes containers such as vertices and UVs
Reimplemented from U4DEngine::U4DRenderEntity.
Reimplemented in U4DEngine::U4DRenderFont.
| void U4DEngine::U4DRenderImage::initMTLRenderLibrary | ( | ) |
Initializes the library shaders.
It initializes the vertex and fragment shaders for the entity
| void U4DEngine::U4DRenderImage::initMTLRenderPipeline | ( | ) |
Initializes the Rendering Pipeline.
It prepares the rendering descriptor with the appropriate color attachment, depth attachment, shaders and attributes
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virtual |
Set texture sampler to NULL.
Creates a texture and sampler object and initializes to NULL
Reimplemented from U4DEngine::U4DRenderEntity.
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virtual |
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.
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virtual |
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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virtual |
Renders the current entity.
Updates the space matrix and any rendering flags. It encodes the pipeline, buffers and issues the draw command
| uRenderEncoder | Metal encoder object for the current entity |
Reimplemented from U4DEngine::U4DRenderEntity.
Reimplemented in U4DEngine::U4DRenderSprite.
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virtual |
Updates the space matrix of the entity.
Updates the image space matrix of the entity by computing the world, view and orthogonal space matrix
Reimplemented from U4DEngine::U4DRenderEntity.