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Monad Engine da02fba2
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One draw call unit: a Mesh + Material + world-space transform. More...
#include <RenderQueue.h>
Collaboration diagram for mnd::RenderCommand:Public Attributes | |
| Mesh * | mesh = nullptr |
| Geometry to draw (non-owning raw pointer). | |
| Material * | material = nullptr |
| Surface definition (non-owning raw pointer). | |
| mat4 | modelMatrix |
| Object → World transform for this draw call. | |
One draw call unit: a Mesh + Material + world-space transform.
Submitted by application code each frame. The RenderQueue processes it during Draw() by binding the material, uploading the model matrix as a uniform, binding the mesh, and calling GraphicsAPI::DrawMesh().
Definition at line 43 of file RenderQueue.h.
| Material* mnd::RenderCommand::material = nullptr |
Surface definition (non-owning raw pointer).
Definition at line 46 of file RenderQueue.h.
Referenced by mnd::RenderQueue::Submit(), mnd::MeshComponent::Update(), and mnd::SkinnedMeshComponent::Update().
| Mesh* mnd::RenderCommand::mesh = nullptr |
Geometry to draw (non-owning raw pointer).
Definition at line 45 of file RenderQueue.h.
Referenced by mnd::RenderQueue::Submit(), mnd::MeshComponent::Update(), and mnd::SkinnedMeshComponent::Update().
| mat4 mnd::RenderCommand::modelMatrix |
Object → World transform for this draw call.
Definition at line 47 of file RenderQueue.h.
Referenced by mnd::MeshComponent::Update(), and mnd::SkinnedMeshComponent::Update().