46 gl::IBuffer* attributes;
48 const Camera* camera =
nullptr;
49 const gl::FBO* fbo =
nullptr;
50 RenderPass::ID passMask = RenderPass::Scene;
53 std::optional<glm::mat4> projection;
54 std::optional<glm::mat4> view;
59 void setModelMatrix(
const glm::vec3& position) {
60 matrices.model = glm::translate(glm::mat4(1.0f), position);
63 void setModelMatrix(
const glm::vec3& position,
float angle,
const glm::vec3& axis) {
64 matrices.model = glm::translate(glm::rotate(glm::mat4(1.0f), angle, axis), position);
84 const Camera* camera =
nullptr;
85 const gl::FBO* fbo =
nullptr;
86 RenderPass::ID passMask = RenderPass::Scene;
89 std::optional<glm::mat4> projection;
90 std::optional<glm::mat4> view;
93 std::vector<MinimalRenderContext> drawCalls;
96 void reserve(
size_t count) { drawCalls.reserve(count); }
99 void addDrawCall(gl::IBuffer* attributes,
const glm::mat4& model) {
100 drawCalls.push_back({attributes, model});
Definition RenderContext.h:82
Definition RenderContext.h:69
Definition RenderContext.h:45