Pyrogenesis
trunk
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Public Types | |
typedef boost::unordered_map< QuadBatchKey, QuadBatchData > | QuadBatchMap |
Public Member Functions | |
OverlayRendererInternals () | |
~OverlayRendererInternals () | |
void | GenerateSphere () |
void | Initialize () |
Performs one-time setup. More... | |
Public Attributes | |
std::vector< SOverlayLine * > | lines |
std::vector< SOverlayTexturedLine * > | texlines |
std::vector< SOverlaySprite * > | sprites |
std::vector< SOverlayQuad * > | quads |
std::vector< SOverlaySphere * > | spheres |
QuadBatchMap | quadBatchMap |
VertexArray | quadVertices |
VertexArray::Attribute | quadAttributePos |
VertexArray::Attribute | quadAttributeColor |
VertexArray::Attribute | quadAttributeUV |
VertexIndexArray | quadIndices |
CShaderDefines | defsOverlayLineNormal |
CShaderDefines | defsOverlayLineAlwaysVisible |
CShaderDefines | defsQuadOverlay |
std::vector< float > | sphereVertexes |
std::vector< u16 > | sphereIndexes |
Static Public Attributes | |
static const size_t | MAX_QUAD_OVERLAYS = 1024 |
Maximum amount of quad overlays we support for rendering. More... | |
typedef boost::unordered_map<QuadBatchKey, QuadBatchData> OverlayRendererInternals::QuadBatchMap |
OverlayRendererInternals::OverlayRendererInternals | ( | ) |
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inline |
void OverlayRendererInternals::GenerateSphere | ( | ) |
void OverlayRendererInternals::Initialize | ( | ) |
Performs one-time setup.
Called from CRenderer::Open, after graphics capabilities have been detected. Note that no VBOs must be created before this is called, since the shader path and graphics capabilities are not guaranteed to be stable before this point.
CShaderDefines OverlayRendererInternals::defsOverlayLineAlwaysVisible |
CShaderDefines OverlayRendererInternals::defsOverlayLineNormal |
CShaderDefines OverlayRendererInternals::defsQuadOverlay |
std::vector<SOverlayLine*> OverlayRendererInternals::lines |
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static |
Maximum amount of quad overlays we support for rendering.
This limit is set to be able to render all quads from a single dedicated VB without having to reallocate it, which is much faster in the typical case of rendering only a handful of quads. When modifying this value, you must take care for the new amount of quads to fit in a single VBO (which is not likely to be a problem).
VertexArray::Attribute OverlayRendererInternals::quadAttributeColor |
VertexArray::Attribute OverlayRendererInternals::quadAttributePos |
VertexArray::Attribute OverlayRendererInternals::quadAttributeUV |
QuadBatchMap OverlayRendererInternals::quadBatchMap |
VertexIndexArray OverlayRendererInternals::quadIndices |
std::vector<SOverlayQuad*> OverlayRendererInternals::quads |
VertexArray OverlayRendererInternals::quadVertices |
std::vector<u16> OverlayRendererInternals::sphereIndexes |
std::vector<SOverlaySphere*> OverlayRendererInternals::spheres |
std::vector<float> OverlayRendererInternals::sphereVertexes |
std::vector<SOverlaySprite*> OverlayRendererInternals::sprites |
std::vector<SOverlayTexturedLine*> OverlayRendererInternals::texlines |