SleakEngine 1.0.0
C++23 multi-backend game engine
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Sleak::RenderEngine::RenderContext Member List

This is the complete list of members for Sleak::RenderEngine::RenderContext, including all inherited members.

BeginCustomFormatPass(VertexFormatHandle format)Sleak::RenderEngine::RenderContextinlinevirtual
BeginDebugLinePass()Sleak::RenderEngine::RenderContextinlinevirtual
BeginForwardTransparentPass()Sleak::RenderEngine::RenderContextinlinevirtual
BeginShadowPass()Sleak::RenderEngine::RenderContextinlinevirtual
BeginSkinnedPass()Sleak::RenderEngine::RenderContextinlinevirtual
BeginSkyboxPass()Sleak::RenderEngine::RenderContextinlinevirtual
BindBoneBuffer(RefPtr< BufferBase > buffer)Sleak::RenderEngine::RenderContextinlinevirtual
BindConstantBuffer(RefPtr< BufferBase > buffer, uint32_t slot=0)=0Sleak::RenderEngine::RenderContextpure virtual
BindGBufferShader()Sleak::RenderEngine::RenderContextinlinevirtual
BindIndexBuffer(RefPtr< BufferBase > buffer, uint32_t slot=0)=0Sleak::RenderEngine::RenderContextpure virtual
BindPBRMaterial(Sleak::Material *material)Sleak::RenderEngine::RenderContextinlinevirtual
BindTexture(RefPtr< Sleak::Texture > texture, uint32_t slot=0)Sleak::RenderEngine::RenderContextinlinevirtual
BindTextureRaw(Sleak::Texture *texture, uint32_t slot=0)Sleak::RenderEngine::RenderContextinlinevirtual
BindVertexBuffer(RefPtr< BufferBase > buffer, uint32_t slot=0)=0Sleak::RenderEngine::RenderContextpure virtual
ClearDepthStencil(bool clearDepth, bool clearStencil, float depth, uint8_t stencil)=0Sleak::RenderEngine::RenderContextpure virtual
ClearRenderTarget(float r, float g, float b, float a)=0Sleak::RenderEngine::RenderContextpure virtual
CreateBuffer(BufferType Type, uint32_t size, void *data)=0Sleak::RenderEngine::RenderContextpure virtual
CreateShader(const std::string &shaderSource)=0Sleak::RenderEngine::RenderContextpure virtual
CreateTexture(const std::string &TexturePath)=0Sleak::RenderEngine::RenderContextpure virtual
CreateTextureFromData(uint32_t width, uint32_t height, void *data)=0Sleak::RenderEngine::RenderContextpure virtual
Draw(uint32_t vertexCount)=0Sleak::RenderEngine::RenderContextpure virtual
DrawIndexed(uint32_t indexCount)=0Sleak::RenderEngine::RenderContextpure virtual
DrawIndexedInstance(uint32_t instanceCount, uint32_t indexPerInstance)=0Sleak::RenderEngine::RenderContextpure virtual
DrawInstance(uint32_t instanceCount, uint32_t vertexPerInstance)=0Sleak::RenderEngine::RenderContextpure virtual
EndCustomFormatPass()Sleak::RenderEngine::RenderContextinlinevirtual
EndDebugLinePass()Sleak::RenderEngine::RenderContextinlinevirtual
EndForwardTransparentPass()Sleak::RenderEngine::RenderContextinlinevirtual
EndShadowPass()Sleak::RenderEngine::RenderContextinlinevirtual
EndSkinnedPass()Sleak::RenderEngine::RenderContextinlinevirtual
EndSkyboxPass()Sleak::RenderEngine::RenderContextinlinevirtual
ExecuteDeferredLightingPass()Sleak::RenderEngine::RenderContextinlinevirtual
IsDeferredEnabled() constSleak::RenderEngine::RenderContextinlinevirtual
IsInGeometryPass() constSleak::RenderEngine::RenderContextinlinevirtual
IsShadowPassActive() constSleak::RenderEngine::RenderContextinlinevirtual
SetCullEnabled(bool enabled)Sleak::RenderEngine::RenderContextinlinevirtual
SetDepthCompare(DepthCompare compare)Sleak::RenderEngine::RenderContextinlinevirtual
SetDepthWrite(bool enabled)Sleak::RenderEngine::RenderContextinlinevirtual
SetRenderFace(RenderFace face)=0Sleak::RenderEngine::RenderContextpure virtual
SetRenderMode(RenderMode mode)=0Sleak::RenderEngine::RenderContextpure virtual
SetViewport(float x, float y, float width, float height, float minDepth=0.0f, float maxDepth=1.0f)=0Sleak::RenderEngine::RenderContextpure virtual
UpdateDeferredCB(const void *data, uint32_t size)Sleak::RenderEngine::RenderContextinlinevirtual