8#ifndef GALAXY_GRAPHICS_RENDERER_HPP_
9#define GALAXY_GRAPHICS_RENDERER_HPP_
11#include <ankerl/unordered_dense.h>
ShaderBuffer m_camera_storage
std::vector< RenderCmd > m_commands
RenderCommands.
std::vector< RenderData > m_uniform_data
void end_pass(Camera &camera)
ShaderBuffer m_uniform_storage
Shader uniform data.
VertexBatch m_quads
All quads get batched.
void push_cmd(RenderCmd &&cmd)
Try not to push too many non-quads, only quads are batched.
void bind_pipeline(RenderPipeline &pipeline)
void begin_pass(RenderPass &pass)
void prepare()
Called only in the update loop when we need to refresh data to render.
RenderPipeline * m_pipeline
OpenGL Shader storage buffer.
A group of vertices for multiple renderables batched together.
Data required to draw an object.
The configuration for drawing something.