* @param[in] dataProviders The data providers for the renderer
* @param[in] geometry The geometry for the renderer
* @param[in] blendingBitmask A bitmask of blending options.
* @param[in] dataProviders The data providers for the renderer
* @param[in] geometry The geometry for the renderer
* @param[in] blendingBitmask A bitmask of blending options.
* @param[in] faceCullingMode The face-culling mode.
* @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
* @param[in] depthWriteMode Depth buffer write mode
* @param[in] faceCullingMode The face-culling mode.
* @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
* @param[in] depthWriteMode Depth buffer write mode
* @param[in] dataProviders The data providers for the renderer
* @param[in] geometry The geometry for the renderer
* @param[in] blendingBitmask A bitmask of blending options.
* @param[in] dataProviders The data providers for the renderer
* @param[in] geometry The geometry for the renderer
* @param[in] blendingBitmask A bitmask of blending options.
* @param[in] faceCullingMode The face-culling mode.
* @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
* @param[in] depthWriteMode Depth buffer write mode
* @param[in] faceCullingMode The face-culling mode.
* @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
* @param[in] depthWriteMode Depth buffer write mode
* @param[in] programCache Cache of program objects
* @param[in] shaderCache Cache of shaders
* @param[in] uniformBufferManager Uniform buffer manager
* @param[in] programCache Cache of program objects
* @param[in] shaderCache Cache of shaders
* @param[in] uniformBufferManager Uniform buffer manager
*/
void Initialize(Graphics::Controller& graphicsController,
ProgramCache& programCache,
Render::ShaderCache& shaderCache,
*/
void Initialize(Graphics::Controller& graphicsController,
ProgramCache& programCache,
Render::ShaderCache& shaderCache,
- Render::UniformBufferView& ubo,
- const std::vector<Graphics::UniformBufferBinding>& bindings,
+ Render::UniformBufferView& ubo,
const Graphics::UniformInfo& uniformInfo,
const T& data);
void WriteUniform(Render::UniformBufferView& ubo,
const Graphics::UniformInfo& uniformInfo,
const T& data);
void WriteUniform(Render::UniformBufferView& ubo,
*/
void FillUniformBuffer(Program& program,
const SceneGraph::RenderInstruction& instruction,
*/
void FillUniformBuffer(Program& program,
const SceneGraph::RenderInstruction& instruction,
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
BufferIndex updateBufferIndex);
std::vector<Graphics::UniformBufferBinding>*& outBindings,
uint32_t& offset,
BufferIndex updateBufferIndex);
Render::UniformBufferManager* mUniformBufferManager{};
std::vector<Graphics::UniformBufferBinding> mUniformBufferBindings{};
Render::UniformBufferManager* mUniformBufferManager{};
std::vector<Graphics::UniformBufferBinding> mUniformBufferBindings{};
StencilParameters mStencilParameters; ///< Struct containing all stencil related options
BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
StencilParameters mStencilParameters; ///< Struct containing all stencil related options
BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
FaceCullingMode::Type mFaceCullingMode : 3; ///< The mode of face culling
DepthWriteMode::Type mDepthWriteMode : 3; ///< The depth write mode
DepthTestMode::Type mDepthTestMode : 3; ///< The depth test mode
FaceCullingMode::Type mFaceCullingMode : 3; ///< The mode of face culling
DepthWriteMode::Type mDepthWriteMode : 3; ///< The depth write mode
DepthTestMode::Type mDepthTestMode : 3; ///< The depth test mode
bool mPremultipliedAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
bool mShaderChanged : 1; ///< Flag indicating the shader changed and uniform maps have to be updated
bool mUpdated : 1;
bool mPremultipliedAlphaEnabled : 1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
bool mShaderChanged : 1; ///< Flag indicating the shader changed and uniform maps have to be updated
bool mUpdated : 1;