libdonut
2.3.2
Application framework for cross-platform game development in C++20
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Configuration of an arbitrarily shaded/transformed 2D quad instance, optionally textured, for drawing as part of a RenderPass. More...
#include <donut/graphics/RenderPass.hpp>
Public Attributes | |
Shader2D * | shader = Shader2D::PLAIN |
Non-owning pointer to the shader to use when rendering this quad. More... | |
const Texture * | texture = Texture::WHITE |
Non-owning pointer to a texture to apply to the quad. More... | |
mat3 | transformation = identity<mat3>() |
Transformation matrix to apply to every corner of the quad. More... | |
vec2 | textureOffset {0.0f, 0.0f} |
Offset, in texture coordinates, to apply to the texture coordinates before sampling the texture. More... | |
vec2 | textureScale {1.0f, 1.0f} |
Coefficients to scale the texture coordinates by before sampling the texture. More... | |
Color | tintColor = Color::WHITE |
Tint color to use in the shader. More... | |
Configuration of an arbitrarily shaded/transformed 2D quad instance, optionally textured, for drawing as part of a RenderPass.
Shader2D* donut::graphics::QuadInstance::shader = Shader2D::PLAIN |
Non-owning pointer to the shader to use when rendering this quad.
const Texture* donut::graphics::QuadInstance::texture = Texture::WHITE |
Non-owning pointer to a texture to apply to the quad.
mat3 donut::graphics::QuadInstance::transformation = identity<mat3>() |
Transformation matrix to apply to every corner of the quad.
vec2 donut::graphics::QuadInstance::textureOffset {0.0f, 0.0f} |
Offset, in texture coordinates, to apply to the texture coordinates before sampling the texture.
vec2 donut::graphics::QuadInstance::textureScale {1.0f, 1.0f} |
Coefficients to scale the texture coordinates by before sampling the texture.
Color donut::graphics::QuadInstance::tintColor = Color::WHITE |
Tint color to use in the shader.
When no texture is specified, this controls the base color of the quad.