TheAtlasEngine
 
Loading...
Searching...
No Matches
atlas::render_context Class Referenceabstract

is an interface that defines a graphics APi-agnostic renderer More...

#include <renderer_context.hpp>

Inheritance diagram for atlas::render_context:
atlas::vk::vk_renderer

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)
 

Detailed Description

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

Member Function Documentation

◆ begin_frame()

void atlas::render_context::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 
)
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

Parameters
p_currentis the current command buffer for recording
p_settingsis the current window settings that are currently applied
p_renderpassis the main renderpass for doing the rendering operations
p_framebufferis the framebuffer handle required and passed to the renderpass
p_proj_viewis the (proj * view) camera matrices that is used by the game objects being rendered and passed as a shader uniform

The documentation for this class was generated from the following file: