Fling Engine  0.00.1
Fling Engine is a game engine written in Vulkan
Public Member Functions | Data Fields | Friends
Fling::MeshRenderer Class Reference

#include <MeshRenderer.h>

Public Member Functions

 MeshRenderer ()=default
 
 MeshRenderer (const std::string &t_MeshPath)
 Load a mesh renderer with the default material. More...
 
 MeshRenderer (const std::string &t_MeshPath, const std::string &t_MaterialPath)
 
 MeshRenderer (Model *t_Model, Material *t_Mat=nullptr)
 
 ~MeshRenderer ()
 
void Release ()
 
bool operator== (const MeshRenderer &other) const
 
bool operator!= (const MeshRenderer &other) const
 
template<class Archive >
void save (Archive &t_Archive) const
 Serialization to an Archive. More...
 
template<class Archive >
void load (Archive &t_Archive)
 
void LoadModelFromPath (const std::string t_MeshPath)
 
void LoadMaterialFromPath (const std::string t_MatPath)
 

Data Fields

Modelm_Model = nullptr
 Pointer to the actual model. More...
 
Materialm_Material = nullptr
 Pointer to the material that this mesh renderer uses. More...
 
Bufferm_UniformBuffer = nullptr
 We need a uniform buffer per-swap chain image. More...
 
VkDescriptorSet m_DescriptorSet = VK_NULL_HANDLE
 

Friends

class Renderer
 

Constructor & Destructor Documentation

◆ MeshRenderer() [1/4]

Fling::MeshRenderer::MeshRenderer ( )
default

Default constructor.

◆ MeshRenderer() [2/4]

Fling::MeshRenderer::MeshRenderer ( const std::string &  t_MeshPath)

Load a mesh renderer with the default material.

◆ MeshRenderer() [3/4]

Fling::MeshRenderer::MeshRenderer ( const std::string &  t_MeshPath,
const std::string &  t_MaterialPath 
)

◆ MeshRenderer() [4/4]

Fling::MeshRenderer::MeshRenderer ( Model t_Model,
Material t_Mat = nullptr 
)

◆ ~MeshRenderer()

Fling::MeshRenderer::~MeshRenderer ( )

Member Function Documentation

◆ load()

template<class Archive >
void Fling::MeshRenderer::load ( Archive &  t_Archive)
inline

◆ LoadMaterialFromPath()

void Fling::MeshRenderer::LoadMaterialFromPath ( const std::string  t_MatPath)

◆ LoadModelFromPath()

void Fling::MeshRenderer::LoadModelFromPath ( const std::string  t_MeshPath)

◆ operator!=()

bool Fling::MeshRenderer::operator!= ( const MeshRenderer other) const

◆ operator==()

bool Fling::MeshRenderer::operator== ( const MeshRenderer other) const

◆ Release()

void Fling::MeshRenderer::Release ( )

◆ save()

template<class Archive >
void Fling::MeshRenderer::save ( Archive &  t_Archive) const
inline

Serialization to an Archive.

Friends And Related Function Documentation

◆ Renderer

friend class Renderer
friend

Field Documentation

◆ m_DescriptorSet

VkDescriptorSet Fling::MeshRenderer::m_DescriptorSet = VK_NULL_HANDLE

◆ m_Material

Material* Fling::MeshRenderer::m_Material = nullptr

Pointer to the material that this mesh renderer uses.

◆ m_Model

Model* Fling::MeshRenderer::m_Model = nullptr

Pointer to the actual model.

◆ m_UniformBuffer

Buffer* Fling::MeshRenderer::m_UniformBuffer = nullptr

We need a uniform buffer per-swap chain image.


The documentation for this class was generated from the following files: