Renders a series of framebuffers onto screen. This is a relatively simple way of allowing organization of multiple framebuffers. But layer management is a bit scuffed and could be made more intuitive. How, that's a different question.
How to use:
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#include <framebuffer.h>
Renders a series of framebuffers onto screen. This is a relatively simple way of allowing organization of multiple framebuffers. But layer management is a bit scuffed and could be made more intuitive. How, that's a different question.
How to use:
LayerRenderer layers;
int first = layers.AddLayer<FramebufferRenderer>(shader,
window);
int second = layers.AddLayer<FramebufferRenderer>(shader,
window);
void EndDraw(int layer)
Definition: framebuffer.cpp:205
void NewFrame(const cqsp::engine::Window &window)
Definition: framebuffer.cpp:221
void BeginDraw(int layer)
Definition: framebuffer.cpp:203
void DrawAllLayers()
Definition: framebuffer.cpp:207
std::shared_ptr< ShaderProgram > ShaderProgram_t
The preferred way of using a shader program.
Definition: shader.h:113
double second
Definition: units.h:42
GLFWwindow * window(Window *window)
Definition: application.cpp:60
◆ AddLayer()
◆ BeginDraw()
void cqsp::engine::LayerRenderer::BeginDraw |
( |
int |
layer | ) |
|
◆ DrawAllLayers()
void cqsp::engine::LayerRenderer::DrawAllLayers |
( |
| ) |
|
◆ EndDraw()
void cqsp::engine::LayerRenderer::EndDraw |
( |
int |
layer | ) |
|
◆ GetFrameBuffer()
IFramebuffer * cqsp::engine::LayerRenderer::GetFrameBuffer |
( |
int |
layer | ) |
|
|
inline |
◆ GetLayerCount()
int cqsp::engine::LayerRenderer::GetLayerCount |
( |
| ) |
|
◆ InitFramebuffer()
◆ NewFrame()
◆ framebuffers
std::vector<std::unique_ptr<IFramebuffer> > cqsp::engine::LayerRenderer::framebuffers |
|
private |
The documentation for this class was generated from the following files: