CeresEngine 0.2.0
A game development framework
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GLRenderPass.hpp
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1//
2// CeresEngine - A game development framework
3//
4// Created by Rogiel Sulzbach.
5// Copyright (c) 2018-2022 Rogiel Sulzbach. All rights reserved.
6//
7
8#pragma once
9
10#include "OpenGL.hpp"
11
13
14namespace CeresEngine {
15
16 class GLDevice;
17 class GLGraphicsPipeline;
18
19 class GLRenderPass final : public GPURenderPass, public GLDeviceObject<GLRenderPass, GPURenderPass> {
20 private:
23
24 public:
27
28 public:
30 void begin(GPUCommandBuffer& commandBuffer, GPURenderTarget& renderTarget, const Color& clearColor = Color(0.0, 0.0, 0.0, 0.0)) final;
31
34 };
35
36} // namespace CeresEngine
A retain-release type of smart pointer.
Definition SmartPtr.hpp:132
Definition OpenGL.hpp:117
Definition GLRenderPass.hpp:19
GLRenderPass(GLDevicePtr device, const GPURenderPassDescriptor &descriptor)
const GPURenderPassDescriptor descriptorGL
A structure that describes the render pass and it's properties.
Definition GLRenderPass.hpp:22
void begin(GPUCommandBuffer &commandBuffer, GPURenderTarget &renderTarget, const Color &clearColor=Color(0.0, 0.0, 0.0, 0.0)) final
void end(GPUCommandBuffer &commandBuffer, GPURenderTarget &renderTarget) final
Definition GPUCommandBuffer.hpp:77
GPUDevice & device
The owning device this object was created from.
Definition Common.hpp:55
Definition GPURenderPass.hpp:149
Definition GPURenderTarget.hpp:105
const Descriptor & descriptor
A structure that describes the object and it's properties.
Definition Common.hpp:69
Definition Application.hpp:19
@ Color
Attachment is used for color output.
constexpr size_t hash(const T &v)
Generates a hash for the provided type.
Definition Hash.hpp:25
Render pass descriptor structure.
Definition GPURenderPass.hpp:112