The U4DRenderManager class manages all rendering for 3D models, images, skyboxes, etc.
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void | initRenderPipelines () |
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void | render (id< MTLCommandBuffer > uCommandBuffer, U4DEntity *uRootEntity) |
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void | updateGlobalDataUniforms () |
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void | updateDirLightDataUniforms () |
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void | updatePointLightDataUniforms () |
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U4DRenderPipelineInterface * | searchPipeline (std::string uPipelineName) |
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void | addRenderPipeline (U4DRenderPipelineInterface *uRenderPipeline) |
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void | makePipelineWithShader (std::string uPipelineName, std::string uVertexShaderName, std::string uFragmentShaderName) |
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id< MTLBuffer > | globalDataUniform |
| Pointer to the Uniform that holds Global data such as time, resolution,etc.
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id< MTLBuffer > | directionalLightPropertiesUniform |
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id< MTLBuffer > | pointLightsPropertiesUniform |
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The U4DRenderManager class manages all rendering for 3D models, images, skyboxes, etc.
◆ U4DRenderManager()
U4DEngine::U4DRenderManager::U4DRenderManager |
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Constructor for the U4DRenderManager.
The constructor initializes the Metal device and sets the descriptors and pipeline states to NULL
◆ ~U4DRenderManager()
U4DEngine::U4DRenderManager::~U4DRenderManager |
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Destructor for the U4DRenderManager.
Sets all descriptors and pipeline states to NULL