25 #include "glm/gtc/type_ptr.hpp"
uint32 getCount() const
Get vertex count.
void clear()
Clear the queue of all items.
VertexBuffer * getVertexBuffer()
SortingHints _sortingHints
void setSortingHint(SortingHints hint)
Render hint; material has no transparency.
ShaderMaterial * getMaterial()
void setCameraReference(const glm::vec3 &reference)
#define DECLARE_SINGLETON(T)
Note that you need to use this macro from the global namespace.
RenderQueue _queueColorTransparentPrimary
Material definitely has transparency.
void sortShader()
Sort queue elements by shader program.
void queueItem(Shader::ShaderProgram *program, Shader::ShaderSurface *surface, Shader::ShaderMaterial *material, Mesh::Mesh *mesh, const glm::mat4 *transform, float alpha)
RenderQueue _queueColorSolidPrimary
Material definitely has transparency.
RenderQueue _queueColorSolidDecal
void sortDepth()
Sort queue elements by depth.
RenderQueue _queueColorTransparentSecondary
void queueRenderable(Shader::ShaderRenderable *renderable, const glm::mat4 *transform, float alpha)
void render()
Render all queued items.
void setCameraReference(const glm::vec3 &reference)
RenderQueue _queueColorSolidSecondary