is an interface that defines a graphics APi-agnostic renderer More...
#include <renderer_context.hpp>
Public Member Functions | |
| void | preload (const VkRenderPass &p_renderpass) |
| responsibility is to preload any data that is necessary to be loaded before being rendered | |
| void | begin_frame (const ::vk::command_buffer &p_current, const window_settings &p_settings, const VkRenderPass &p_renderpass, const VkFramebuffer &p_framebuffer, const glm::mat4 &p_proj_view) |
| indicator of when the start of the frame is | |
| void | end_frame () |
| Intended to use to indicate when to end recording to the GPU in the current frame. | |
| void | set_background_color (const std::array< float, 4 > &p_color) |
| sets the background color and request that change to the graphics API | |
| void | current_scene_context (ref< scene > p_scene) |
is an interface that defines a graphics APi-agnostic renderer
This context allows for communication from the the internal engine logic to API-agnostic implementation of the renderers.
This class is at the renderer-level of configurations. That relies on atlas::graphics_context for setting up the agnostic-graphics API's directly
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inline |
indicator of when the start of the frame is
Semantically is used to indicate this is when we start recording operations to the GPU
| p_current | is the current command buffer for recording |
| p_settings | is the current window settings that are currently applied |
| p_renderpass | is the main renderpass for doing the rendering operations |
| p_framebuffer | is the framebuffer handle required and passed to the renderpass |
| p_proj_view | is the (proj * view) camera matrices that is used by the game objects being rendered and passed as a shader uniform |