Axmol Engine 2.4.0-258ceca
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Command used to render one or more Triangles, which is similar to QuadCommand. More...
Classes | |
struct | AttributeInfo |
Store attribute information. More... | |
struct | BlendDescriptor |
a structor to store blend descriptor More... | |
class | Buffer |
Used to store vertex and index data data. More... | |
class | BufferGL |
Store vertex and index data. More... | |
class | BufferManager |
A static class to manage BufferMTL Schedule next available buffer at the beginning of frame for the render pass. More... | |
class | BufferMTL |
Used to store vertex and index data data. More... | |
class | CommandBuffer |
Store encoded commands for the GPU to execute. More... | |
class | CommandBufferGL |
Store encoded commands for the GPU to execute. More... | |
class | CommandBufferGLES2 |
Store encoded commands for the GPU to execute. More... | |
class | CommandBufferMTL |
Store encoded commands for the GPU to execute. More... | |
struct | DepthStencilDescriptor |
Depth and stencil descriptor. More... | |
class | DepthStencilState |
Store Depth and stencil status. More... | |
class | DepthStencilStateGL |
Set depth and stencil status to pipeline. More... | |
class | DepthStencilStateMTL |
A class represent a depth/stencil test status. More... | |
class | DriverBase |
New or create resources from DriverBase. More... | |
class | DriverGL |
Use to create resoureces. More... | |
class | DriverMTL |
Create resources from MTLDevice. More... | |
class | Program |
A program. More... | |
class | ProgramGL |
An OpenGL program. More... | |
class | ProgramManager |
Cache and reuse program object. More... | |
class | ProgramMTL |
A metal Program. More... | |
struct | RenderPassDescriptor |
Store values about color, depth and stencil attachment. More... | |
class | RenderPipeline |
Render pipeline. More... | |
class | RenderPipelineGL |
Set program and blend state. More... | |
class | RenderPipelineMTL |
Create and compile a new MTLRenderPipelineState object synchronously. More... | |
struct | SamplerDescriptor |
class | ShaderCache |
Create and reuse shader module. More... | |
class | ShaderModule |
Create shader. More... | |
class | ShaderModuleGL |
Create and compile shader. More... | |
class | ShaderModuleMTL |
To Create a vertex or fragment shader. More... | |
struct | StencilDescriptor |
Stencil descriptor. More... | |
class | Texture2DBackend |
A 2D texture. More... | |
class | Texture2DGL |
A 2D texture. More... | |
class | TextureBackend |
A base texture. More... | |
class | TextureCubeGL |
Texture cube. More... | |
class | TextureCubemapBackend |
A cubemap texture. More... | |
class | TextureCubeMTL |
A texture cube. More... | |
struct | TextureDescriptor |
Store texture description. More... | |
struct | TextureInfoGL |
Store texture information. More... | |
class | TextureMTL |
A 2D texture. More... | |
struct | UtilsMTL |
create and manager default depth and stencil attachment. More... | |
class | VertexLayout |
Store vertex attribute layout. More... | |
Enumerations | |
enum class | PixelFormat : uint32_t { PVRTC4 , PVRTC4A , PVRTC2 , PVRTC2A , ETC1 , ETC2_RGB , ETC2_RGBA , S3TC_DXT1 , S3TC_DXT3 , S3TC_DXT5 , ATC_RGB , ATC_EXPLICIT_ALPHA , ATC_INTERPOLATED_ALPHA , ASTC4x4 , ASTC5x5 , ASTC6x6 , ASTC8x5 , ASTC8x6 , ASTC8x8 , ASTC10x5 , RGBA8 , BGRA8 , RGB8 , RGB565 , RGBA4 , RGB5A1 , R8 , RG8 , RGBA32F , D24S8 , COUNT , NONE = 0xffff } |
Possible texture pixel formats refer to: https://docs.gl/es3/glTexImage2D https://docs.gl/gl3/glTexImage2D https://developer.apple.com/documentation/metal/mtlpixelformat?language=objc. More... | |
enum class | Winding : uint32_t |
Bitmask for selecting render buffers. | |
Command used to render one or more Triangles, which is similar to QuadCommand.
Every TrianglesCommand will have generate material ID by give textureID, glProgramState, Blend function if the material id is the same, these TrianglesCommands could be batched to save draw call.
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Possible texture pixel formats refer to: https://docs.gl/es3/glTexImage2D https://docs.gl/gl3/glTexImage2D https://developer.apple.com/documentation/metal/mtlpixelformat?language=objc.