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PrimitiveTessellator.h
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1#pragma once
2
4
5#include <glm/glm.hpp>
6
7#include <cstddef>
8#include <cstdint>
9#include <vector>
10
11namespace eve::graphics {
12
15 glm::vec4 clipPosition{0.f};
16 Color color{1.f, 1.f, 1.f, 1.f};
17 float pathDistance = 0.f;
18 float edgeCoordinate = 0.f;
19 std::uint32_t commandIndex = 0;
20};
21
24 std::size_t firstVertex = 0;
25 std::size_t vertexCount = 0;
27 float averageDepth = 0.f;
28 std::size_t sequence = 0;
29};
30
33 std::size_t firstVertex = 0;
34 std::size_t vertexCount = 0;
36 std::size_t sequence = 0;
37};
38
41 std::vector<PrimitiveTriangleVertex> vertices;
42 std::vector<ResolvedPrimitiveBatch2D> batches2D;
43 std::vector<ResolvedPrimitiveBatch3D> batches3D;
45};
46
54resolvePrimitiveStrokes2D(const PrimitiveCanvas2D& canvas, glm::ivec2 viewport);
55
62
63} // namespace eve::graphics
#define EVENGINE_API_BACKENDS
Definition Export.h:108
Frame-local Skia-style recorder for 2D line primitives.
Frame-local scene recorder for 3D line primitives.
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Definition Animation.h:25
ResolvedPrimitiveTriangles resolvePrimitiveStrokes2D(const PrimitiveCanvas2D &canvas, glm::ivec2 viewport)
Resolves 2D stroke segment bodies into clip-space triangles.
eve::Color Color
RGBA color used by every graphics draw call. Lives inside eve::graphics so including a graphics heade...
Definition Color.h:13
ResolvedPrimitiveTriangles resolvePrimitiveStrokes3D(const PrimitiveSceneCanvas3D &canvas)
Resolves 3D stroke segment bodies with near-plane clipping.
BlendMode
Render-neutral 2D blend mode shared by graphics-facing modules.
Definition RenderTypes.h:11
Per-frame observable primitive workload.
Resolved triangle vertex consumed by primitive GPU backends.
One contiguous 2D blend/order batch in the resolved vertex stream.
One contiguous 3D pipeline/sort batch in the resolved vertex stream.
Owning backend-neutral triangle stream for one primitive pass.
std::vector< PrimitiveTriangleVertex > vertices
std::vector< ResolvedPrimitiveBatch3D > batches3D
std::vector< ResolvedPrimitiveBatch2D > batches2D
Additional scene-pass state carried by every 3D command.