Ember
A C++ 20 'game engine' built with SDL3 with wide platform support.
Renderer Member List

This is the complete list of members for Renderer, including all inherited members.

_batchesRendererprotected
_ftRendererprotected
_projectionRendererprotected
_texture_sizesRendererprotected
_texturesRendererprotected
_viewRendererprotected
calc_display()Rendererprotected
clear(glm::vec4 color=glm::vec4(0.0f, 0.0f, 0.0f, 0.0f))=0Rendererpure virtual
current_font_nameRendererprotected
destroy()=0Rendererpure virtual
draw_circle(float center_x, float center_y, float rotation, float radius, const glm::vec4 &color, bool filled=true, int segments=32, int z_index=0)=0Rendererpure virtual
draw_line(float x1, float y1, float x2, float y2, float thickness, float rotation, const glm::vec4 &color, int z_index=0)=0Rendererpure virtual
draw_polygon(const std::vector< glm::vec2 > &points, float rotation, const glm::vec4 &color, bool filled=true, int z_index=0)=0Rendererpure virtual
draw_rect(Rect2 rect, float rotation, const glm::vec4 &color, bool filled=true, int z_index=0)=0Rendererpure virtual
draw_text(const std::string &text, float x, float y, float rotation, float scale, const glm::vec4 &color, const std::string &font_alias="", int z_index=0, const UberShader &uber_shader=UberShader::none(), int ft_size=0)=0Rendererpure virtual
draw_texture(const Texture *texture, const Rect2 &dest_rect, float rotation, const glm::vec4 &color, const Rect2 &src_rect, int z_index, bool flip_h=false, bool flip_v=false, const UberShader &uber_shader={})=0Rendererpure virtual
draw_triangle(float x1, float y1, float x2, float y2, float x3, float y3, float rotation, const glm::vec4 &color, bool filled=true, int z_index=0)=0Rendererpure virtual
flush()=0Rendererpure virtual
fontsRendererprotected
get_context()=0Rendererpure virtual
get_framebuffer_texture() constRendererinlinevirtual
get_loaded_fonts_name()Rendererinlinevirtual
get_loaded_textures()Rendererinlinevirtual
get_texture(const std::string &path)=0Rendererpure virtual
get_texture_size(Uint32 texture_id) const =0Rendererprotectedpure virtual
get_view_matrix() constRenderer
initialize()=0Rendererpure virtual
load_font(const std::string &font_path, const std::string &font_alias, int font_size=48)=0Rendererpure virtual
load_texture(const std::string &path)=0Rendererpure virtual
present()=0Rendererpure virtual
render_fbo()=0Rendererprotectedpure virtual
resize_viewport(int view_width, int view_height)=0Rendererpure virtual
rotate_point(const glm::vec2 &point, const glm::vec2 &center, float radians)Rendererprotected
set_context(const void *ctx)=0Rendererpure virtual
set_default_font(const std::string &font_name)=0Rendererprotectedpure virtual
set_effect_uniforms(const UberShader &uber_shader, const glm::vec2 &texture_size=glm::vec2(1, 1))=0Rendererprotectedpure virtual
set_view_matrix(const glm::mat4 &view_matrix=glm::mat4(1.f))Renderer
submit(const BatchKey &key, float x, float y, float w, float h, float u0, float v0, float u1, float v1, const glm::vec4 &color, float rotation=0.0f, bool is_filled=true)Rendererprotected
TypeRenderer
unload_font(const Font &font)=0Rendererpure virtual
unload_texture(Uint32 id)=0Rendererpure virtual
ViewportRenderer
WindowRenderer
~Renderer()=defaultRenderervirtual