Golias Engine
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.

_default_shaderRendererprotected
_environment_shaderRendererprotected
_instanced_batchesRendererprotected
_materialsRenderer
_meshesRenderer
_shadow_shaderRendererprotected
_texturesRenderer
_windowRendererprotected
_world_environmentRendererprotected
add_to_render_batch(const Transform3D &transform, const MeshRef &mesh_ref, const MaterialRef &mat_ref)=0Rendererpure virtual
add_to_shadow_batch(const Transform3D &transform, const MeshRef &mesh_ref)=0Rendererpure virtual
allocate_gpu_buffer(GpuBufferType type)=0Rendererpure virtual
begin_environment_pass()=0Rendererpure virtual
begin_frame()=0Rendererpure virtual
begin_render_target()=0Rendererpure virtual
begin_shadow_pass()=0Rendererpure virtual
cleanup()=0Rendererpure virtual
create_vertex_layout(const GpuBuffer *vertex_buffer, const GpuBuffer *index_buffer, const std::vector< VertexAttribute > &attributes, uint32_t stride)=0Rendererpure virtual
end_environment_pass()=0Rendererpure virtual
end_render_target()=0Rendererpure virtual
end_shadow_pass()=0Rendererpure virtual
heightRendererprotected
initialize(int width, int height, SDL_Window *window)=0Rendererpure virtual
instance_bufferRendererprotected
load_texture_from_file(const std::string &path)=0Rendererpure virtual
load_texture_from_memory(const unsigned char *buffer, size_t size, const std::string &name="")=0Rendererpure virtual
load_texture_from_raw_data(const unsigned char *data, int width, int height, int channels=4, const std::string &name="")=0Rendererpure virtual
max_instancesRendererprotected
register_material(const char *name, const Material &material)Rendererinline
render_environment_pass(const Camera3D &camera)=0Rendererpure virtual
render_main_target(const Camera3D &camera, const Transform3D &camera_transform, const glm::mat4 &light_space_matrix, const std::vector< DirectionalLight > &directional_lights, const std::vector< std::pair< Transform3D, SpotLight >> &spot_lights)=0Rendererpure virtual
render_shadow_pass(const glm::mat4 &light_space_matrix)=0Rendererpure virtual
resize(int width, int height)=0Rendererpure virtual
shadow_batchesRendererprotected
shadow_map_fboRendererprotected
swap_chain()=0Rendererpure virtual
widthRendererprotected
~Renderer()=defaultRenderervirtual