3#include <Core/ResourceManager/ResourceHandle.h>
4#include <RendererCore/Meshes/MeshBufferResource.h>
5#include <RendererCore/Pipeline/Extractor.h>
6#include <RendererCore/Pipeline/RenderData.h>
7#include <RendererCore/Pipeline/Renderer.h>
20 plInt32 m_iFirstLine1;
22 plInt32 m_iFirstLine2;
39 void SetSceneContext(
plSceneContext* pSceneContext) { m_pSceneContext = pSceneContext; }
40 plSceneContext* GetSceneContext()
const {
return m_pSceneContext; }
66 void CreateVertexBuffer();
68 static constexpr plUInt32 s_uiBufferSize = 1024 * 8;
69 static constexpr plUInt32 s_uiLineVerticesPerBatch = s_uiBufferSize /
sizeof(
GridVertex);
A 8bit per channel unsigned normalized (values interpreted as 0-1) color storage format that represen...
Definition Color8UNorm.h:61
Definition DynamicArray.h:81
Definition RendererFoundationDLL.h:418
Definition GridRenderer.h:15
Definition GridRenderer.h:53
A hybrid array uses in-place storage to handle the first few elements without any allocation....
Definition HybridArray.h:12
Definition RenderDataBatch.h:6
Base class for all render data. Render data must contain all information that is needed to render the...
Definition RenderData.h:14
Definition RenderPipelinePass.h:26
This is the base class for types that handle rendering of different object types.
Definition Renderer.h:9
Definition SceneContext.h:25
Interface for binary in (read) streams.
Definition Stream.h:22
Interface for binary out (write) streams.
Definition Stream.h:107
Encapsulates a view on the given world through the given camera and rendered with the specified Rende...
Definition View.h:21
Definition GridRenderer.h:47
Definition Declarations.h:51
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54
Definition MeshBufferResource.h:24