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/** ---------------------------------------------------------------------------
* @file: batch.h
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#ifndef YAGE_CORE_BATCH_H
#define YAGE_CORE_BATCH_H
namespace yage
{
/** The Batch class will be the base class for all the different batching
* processes that might use different shaders and attributes. This is necessary
* because when we use a different shader, we have to bind a specific number
* of attributes, and we might not always want to have a texture, colours and
* coordinates, for example, when only using simple shapes.
*
* Batching
* ========
* The purpose of batching is to combine all sprites that use the same textures
* so that the textures does not have to be switched out on the gpu very often.
* This produces a much more efficient rendering process. An implementation of
* this can be seen in the SpriteBatch class, as it sorts and renders the
* objects you give it.
*
* The reason this base class exists, is because it makes it easier to also
* render objects that may not need a texture, or may require multiple textures
* or different attributes.
*/
class Batch
{
public:
virtual bool init();
virtual void begin();
virtual void end();
virtual void render();
};
} // namespace yage
#endif
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