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Golias Engine
A C++ 20 'game engine' built with SDL3 with wide platform support.
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This is the complete list of members for Renderer, including all inherited members.
| _default_shader | Renderer | protected |
| _environment_shader | Renderer | protected |
| _instanced_batches | Renderer | protected |
| _materials | Renderer | |
| _meshes | Renderer | |
| _shadow_shader | Renderer | protected |
| _textures | Renderer | |
| _window | Renderer | protected |
| _world_environment | Renderer | protected |
| add_to_render_batch(const Transform3D &transform, const MeshRef &mesh_ref, const MaterialRef &mat_ref)=0 | Renderer | pure virtual |
| add_to_shadow_batch(const Transform3D &transform, const MeshRef &mesh_ref)=0 | Renderer | pure virtual |
| allocate_gpu_buffer(GpuBufferType type)=0 | Renderer | pure virtual |
| begin_environment_pass()=0 | Renderer | pure virtual |
| begin_frame()=0 | Renderer | pure virtual |
| begin_render_target()=0 | Renderer | pure virtual |
| begin_shadow_pass()=0 | Renderer | pure virtual |
| cleanup()=0 | Renderer | pure virtual |
| create_vertex_layout(const GpuBuffer *vertex_buffer, const GpuBuffer *index_buffer, const std::vector< VertexAttribute > &attributes, uint32_t stride)=0 | Renderer | pure virtual |
| end_environment_pass()=0 | Renderer | pure virtual |
| end_render_target()=0 | Renderer | pure virtual |
| end_shadow_pass()=0 | Renderer | pure virtual |
| height | Renderer | protected |
| initialize(int width, int height, SDL_Window *window)=0 | Renderer | pure virtual |
| instance_buffer | Renderer | protected |
| load_texture_from_file(const std::string &path)=0 | Renderer | pure virtual |
| load_texture_from_memory(const unsigned char *buffer, size_t size, const std::string &name="")=0 | Renderer | pure virtual |
| load_texture_from_raw_data(const unsigned char *data, int width, int height, int channels=4, const std::string &name="")=0 | Renderer | pure virtual |
| max_instances | Renderer | protected |
| register_material(const char *name, const Material &material) | Renderer | inline |
| render_environment_pass(const Camera3D &camera)=0 | Renderer | pure 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)=0 | Renderer | pure virtual |
| render_shadow_pass(const glm::mat4 &light_space_matrix)=0 | Renderer | pure virtual |
| resize(int width, int height)=0 | Renderer | pure virtual |
| shadow_batches | Renderer | protected |
| shadow_map_fbo | Renderer | protected |
| swap_chain()=0 | Renderer | pure virtual |
| width | Renderer | protected |
| ~Renderer()=default | Renderer | virtual |