31 #include "Utilities/Memory/Memory.h" 32 #include "Utilities/Array/ArrayView.h" 33 #include "Core/Components/Camera/CameraController.h" 34 #include "Core/Components/Lighting/DirectionalLight.h" 35 #include "Core/Components/Lighting/PointLight.h" 36 #include "Core/Components/Lighting/SpotLight.h" 37 #include "Core/Components/Rendering/Skybox.h" 38 #include "Core/Components/Rendering/MeshSource.h" 39 #include "Core/Resources/Material.h" 40 #include "Platform/OpenGL/Renderer.h" 41 #include "DebugBuffer.h" 42 #include "RenderPipeline.h" 53 void PrepareShadowMaps();
55 void DrawObjects(
const CameraUnit& camera,
const MxVector<RenderUnit>& objects);
56 void DrawDebugBuffer(
const CameraUnit& camera);
57 void DrawObject(
const RenderUnit& unit, Texture::TextureBindId textureBindIndex,
const Shader& shader);
66 const Renderer& GetRenderEngine()
const;
70 void ToggleDepthOnlyMode(
bool value);
71 void ToggleReversedDepth(
bool value);
72 void ToggleFaceCulling(
bool value,
bool counterClockWise =
true,
bool cullBack =
true);
73 void SetAnisotropicFiltering(
float value);
74 void SetViewport(
int x,
int y,
int width,
int height);
76 void AttachDefaultFrameBuffer();
78 void RenderToTexture(
const GResource<Texture>& texture,
const Shader& shader, Attachment attachment = Attachment::COLOR_ATTACHMENT0);
87 void SubmitPrimitive(
const SubMesh&
object,
const Material& material,
const Transform& parentTransform,
size_t instanceCount);
Definition: AbstractFactory.h:61
Definition: RenderPipeline.h:123
Definition: RenderController.h:48
Definition: SpotLight.h:37
Definition: RenderPipeline.h:43
Definition: Material.h:38
Definition: RenderPipeline.h:157
Definition: RenderPipeline.h:111
Definition: PointLight.h:37
Definition: Renderer.h:51
Definition: RenderPipeline.h:62
Definition: RenderPipeline.h:100
Definition: DirectionalLight.h:37
Definition: CameraController.h:57
Definition: Application.cpp:49
Definition: RenderPipeline.h:144