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InstancingPass.h
1 // InstancingPass.h
3 //
5
6 namespace nkGraphics
7 {
14 class InstancingPass : public Pass
15 {
16 public :
17
18 // Getters
22 Mesh* getToRender () const ;
26 unsigned int getInstanceNumber () const ;
30 Shader* getShader () const ;
34 Camera* getRenderCamera () const ;
38 Camera* getCullingCamera () const ;
42 Camera* getLodCamera () const ;
46 BlendState* getBlendState () const ;
50 RasterState* getRasterState () const ;
54 DepthStencilState* getDepthStencilState () const ;
55
56 // Setters
62 virtual void setToRender (Mesh* object) ;
68 void setInstanceNumber (unsigned int value) ;
74 virtual void setShader (Shader* value) ;
80 void setRenderCamera (Camera* value) ;
86 void setCullingCamera (Camera* value) ;
92 void setLodCamera (Camera* value) ;
98 virtual void setBlendState (BlendState* holder) ;
104 virtual void setRasterState (RasterState* holder) ;
110 virtual void setDepthStencilState (DepthStencilState* holder) ;
111
112 // Import / Export
113 virtual void exportClassToTree (nkExport::Node* rootNode) override ;
114 virtual void importClassFromTree (nkExport::Node* rootNode) override ;
115 } ;
116 }
nkGraphics::InstancingPass
A pass doing an instanced draw, during which one mesh is drawn X times, in one go.
Definition: InstancingPass.h:15
nkGraphics::InstancingPass::getDepthStencilState
DepthStencilState * getDepthStencilState() const
nkGraphics::Camera
Offers all controls to model a camera.
Definition: Camera.h:14
nkGraphics::InstancingPass::setToRender
virtual void setToRender(Mesh *object)
nkGraphics::InstancingPass::getInstanceNumber
unsigned int getInstanceNumber() const
nkGraphics::InstancingPass::importClassFromTree
virtual void importClassFromTree(nkExport::Node *rootNode) override
nkGraphics::InstancingPass::setDepthStencilState
virtual void setDepthStencilState(DepthStencilState *holder)
nkGraphics::InstancingPass::setLodCamera
void setLodCamera(Camera *value)
nkGraphics::InstancingPass::setShader
virtual void setShader(Shader *value)
nkGraphics::Shader
A shader class, feeding data to a Program.
Definition: Shader.h:16
nkGraphics::InstancingPass::getShader
Shader * getShader() const
nkGraphics::InstancingPass::getToRender
Mesh * getToRender() const
nkExport::Node
A node in the tree structure representing the data to export / import.
Definition: Node.h:42
nkGraphics::InstancingPass::setBlendState
virtual void setBlendState(BlendState *holder)
nkGraphics::Pass
The base for a pass within a TargetOperations.
Definition: Pass.h:15
nkGraphics::DepthStencilState
Holds information about a depth and stencil state used for rendering.
Definition: DepthStencilState.h:14
nkGraphics::BlendState
Holds all information about the blend operations to use when rendering.
Definition: BlendState.h:14
nkGraphics::InstancingPass::getCullingCamera
Camera * getCullingCamera() const
nkGraphics::InstancingPass::getBlendState
BlendState * getBlendState() const
nkGraphics::InstancingPass::exportClassToTree
virtual void exportClassToTree(nkExport::Node *rootNode) override
nkGraphics::InstancingPass::setRasterState
virtual void setRasterState(RasterState *holder)
nkGraphics::InstancingPass::getLodCamera
Camera * getLodCamera() const
nkGraphics
Encompasses all API of component NilkinsGraphics.
Definition: BoundingBox.h:7
nkGraphics::InstancingPass::setInstanceNumber
void setInstanceNumber(unsigned int value)
nkGraphics::InstancingPass::getRasterState
RasterState * getRasterState() const
nkGraphics::InstancingPass::setCullingCamera
void setCullingCamera(Camera *value)
nkGraphics::InstancingPass::getRenderCamera
Camera * getRenderCamera() const
nkGraphics::Mesh
Holds information about a mesh. Used as a basis to render 3d models.
Definition: Mesh.h:14
nkGraphics::InstancingPass::setRenderCamera
void setRenderCamera(Camera *value)
nkGraphics::RasterState
Holds information about a raster state.
Definition: RasterState.h:16