1 #ifndef UGDK_GRAPHIC_CANVAS_H_
2 #define UGDK_GRAPHIC_CANVAS_H_
53 void SendUniform(
const std::string& name,
float t1);
54 void SendUniform(
const std::string& name,
float t1,
float t2);
56 void SendUniform(
const std::string& name,
float t1,
float t2,
float t3);
57 void SendUniform(
const std::string& name,
float t1,
float t2,
float t3,
float t4);
62 int vertex_per_data = 1);
74 std::vector<math::Geometry> geometry_stack_;
75 std::vector<structure::VisualEffect> visualeffect_stack_;
84 #endif // UGDK_GRAPHIC_CANVAS_H_
Canvas(RenderTarget *render_target)
VertexType
Definition: manager.h:33
void SendVertexData(const VertexData &data, VertexType type, size_t offset, int size=2, int vertex_per_data=1)
The VertexType should later be disabled using Manager::DisableVertexType.
Definition: vector2D.h:18
bool IsActive() const
Queries if this object is currently bound.
Definition: textureunit.h:10
Definition: animation.h:11
Definition: vertexdata.h:20
Definition: visualeffect.h:9
void Clear(structure::Color)
void DrawArrays(DrawMode, int first_vertex, int vertex_count)
const math::Geometry & current_geometry() const
Definition: canvas.h:38
const ShaderProgram * shader_program() const
Definition: canvas.h:40
void SendUniform(const std::string &name, float t1)
math::Vector2D size() const
Definition: shaderprogram.h:11
Definition: geometry.h:15
void PushAndCompose(const math::Geometry &geometry)
void ChangeShaderProgram(const ShaderProgram *shader_program)
Definition: rendertarget.h:12
const structure::VisualEffect & current_visualeffect() const
Definition: canvas.h:39