3#include "RenderResourceBase.h"
5#include "Resources/Material.h"
7#include "Rendering/Common.h"
8#include "Rendering/IBuffers.h"
9#include "Rendering/IEffects.h"
11#include "RenderEffect.h"
15 class IGraphicsDevice;
21 struct MaterialInstance;
28 void release(
class Renderer * renderer);
45 std::vector<EffectBindingInstance> bindings;
46 std::vector<EffectBindingInstance> pendingBindings;
53 std::vector<TexturePropertyState> texturePropertyStates;
55 uint32_t updatedGeneration = ~0u;
Renderer interface used by the engine to control registered renderer instances.
Contains render resources used by the renderer.
Represents a graphics device used to manage graphics resources and issue drawing commands.
ClipShapeType
Specifices what kind of shape a clip shape has.
ActivationResult
Defines results for resource activation.
Contains all Cogs related functionality.
Material instances represent a specialized Material combined with state for all its buffers and prope...
Material resources define the how of geometry rendering (the what is defined by Mesh and Texture reso...
EffectBinding * getBinding(const size_t permutationIndex, const MaterialInstance *materialInstance, const MeshStreamsLayout *streamsLayout, const EnginePermutation *enginePermutation, const RenderPassOptions &passOptions, const ClipShapeType clipShape)
Render resources represent Engine resources like Mesh, Effect or MaterialInstance,...