31 #include "Platform/GraphicAPI.h" 33 enum class BlendFactor
44 ONE_MINUS_CONSTANT_COLOR,
46 ONE_MINUS_CONSTANT_ALPHA,
53 bool depthBufferEnabled =
false;
54 unsigned int clearMask = 0;
59 void DrawTriangles(
const VertexArray& vao,
size_t vertexCount,
const Shader& shader)
const;
61 void DrawTrianglesInstanced(
const VertexArray& vao,
size_t vertexCount,
const Shader& shader,
size_t count)
const;
62 void DrawLines(
const VertexArray& vao,
size_t vertexCount,
const Shader& shader)
const;
65 void DrawLinesInstanced(
const VertexArray& vao,
size_t vertexCount,
const Shader& shader,
size_t count)
const;
66 void SetDefaultVertexAttribute(
size_t index,
float v)
const;
67 void SetDefaultVertexAttribute(
size_t index,
const Vector2& vec)
const;
68 void SetDefaultVertexAttribute(
size_t index,
const Vector3& vec)
const;
69 void SetDefaultVertexAttribute(
size_t index,
const Vector4& vec)
const;
70 void SetDefaultVertexAttribute(
size_t index,
const Matrix4x4& mat)
const;
71 void SetDefaultVertexAttribute(
size_t index,
const Matrix3x3& mat)
const;
75 void SetViewport(
int x,
int y,
int width,
int height)
const;
76 Renderer& UseColorMask(
bool r,
bool g,
bool b,
bool a);
77 Renderer& UseDepthBufferMask(
bool value =
true);
78 Renderer& UseSampling(
bool value =
true);
79 Renderer& UseDepthBuffer(
bool value =
true);
80 Renderer& UseReversedDepth(
bool value =
true);
81 Renderer& UseCulling(
bool value =
true,
bool counterClockWise =
true,
bool cullBack =
true);
82 Renderer& UseClearColor(
float r,
float g,
float b,
float a = 0.0f);
83 Renderer& UseBlending(BlendFactor src, BlendFactor dist);
84 Renderer& UseAnisotropicFiltering(
float factor);
85 Renderer& UseLineWidth(
size_t width);
86 float GetLargestAnisotropicFactor()
const;
Definition: VertexArray.h:36
Definition: IndexBuffer.h:35
Definition: Renderer.h:51
Definition: Application.cpp:49