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| Renderer () |
| Constructor. Prepare the renderer.
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| ~Renderer () |
| Destructor.
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void | setFontBlankData (const render::Texture *texture, const glm::vec2 &uv) |
| Set uv coordinates and texture containing a white pixel.
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void | render (const Manager &manager) |
| Draw the UI using a manager.
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void | render (nk_context *ctx, const glm::uvec2 &dimensions) |
| Draw the UI using nuklear context and dimensions.
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std::unique_ptr< nk_convert_config > | _nk_config |
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std::unique_ptr< nk_buffer > | _cmd_buffer |
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std::unique_ptr< oe::render::DynamicMesh > | _mesh |
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◆ Renderer()
oe::gui::Renderer::Renderer |
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explicit |
Constructor. Prepare the renderer.
- Parameters
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◆ setFontBlankData()
void oe::gui::Renderer::setFontBlankData |
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const render::Texture * |
texture, |
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const glm::vec2 & |
uv |
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Set uv coordinates and texture containing a white pixel.
Used to draw anything that is not a text
- Note
- It is suggested to have the white pixel somewhere inside your main "font" texture
- Parameters
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texture | Texture containing a white pixel |
uv | Texture coordinates of the white pixel |
◆ shader
Shader used for rendering the GUI.
We send the some inputs to the shader To be compatible, your shaders must (at least) use those same inputs
Vertex layout:
layout (location = 0) in vec2 aPosition;
layout (location = 1) in vec2 aTexCoords;
layout (location = 2) in vec4 aColor;
Uniforms:
uniform mat4 uProjection;
uniform sampler2D uTexture;
The documentation for this class was generated from the following file:
- OxygenEngine/gui/renderer.h