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luanti/irr/src/OpenGL/Renderer2D.h
SmallJoker 35bc217ba8
IrrlichtMt: Move OpenGL 3+ transformation matrix to shaders (#15591)
This replaces annoying calculations on C++-side and eases the
implementation of 2D geometry batch rendering a lot.
2024-12-28 22:04:05 +01:00

33 lines
802 B
C++

// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#pragma once
#include "MaterialRenderer.h"
namespace irr
{
namespace video
{
class COpenGL3Renderer2D : public COpenGL3MaterialRenderer
{
public:
COpenGL3Renderer2D(const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, COpenGL3DriverBase *driver, bool withTexture);
~COpenGL3Renderer2D();
virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices *services);
virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype);
protected:
bool WithTexture;
s32 ProjectionID;
s32 ThicknessID;
s32 TextureUsageID;
};
}
}