59 constexpr u32 getPacketCount(
void)
const {
return _packetCount; }
61 constexpr u32 getVertexCount(
void)
const {
return _vertexCount; }
70 void setScreenSize(
const GxSize& size, f32 priority);
72 void setScissorRect(
const GxRect& rect, f32 priority, u32 viewFlag = 0xFFFFFFFF);
74 void setRenderTarget(
GxRenderTexture* pRenderTarget, f32 priority, u32 viewFlag = 0xFFFFFFFF);
76 void copyRenderTargetToTexture(u32 index,
GxRenderTexture* pTexture, u32 dstMipLevel,
const GxRect* pSrcRect,
const GxPoint2* pDstPoint, f32 priority, u32 viewFlag = 0xFFFFFFFF);
78 void clear(
const GxColor& clearColor, f32 priority, u32 viewFlag = 0xFFFFFFFF);
118 GX_FORCE_INLINE
void draw2DRectTextureG(
const GxRectF& rect, f32 z,
const GxColor color0,
const GxColor color1,
const GxColor color2,
const GxColor color3,
const GxFloat2& uv0,
const GxFloat2& uv1,
const GxPrimitiveMaterial& material,
const GxFloat2& uvSecond0 =
GxFloat2(0.f, 0.f),
const GxFloat2& uvSecond1 =
GxFloat2(1.f, 1.f));
120 GX_FORCE_INLINE
void draw2DRectTextureG(
const GxRectF& rect, f32 posZ, f32 z,
const GxColor color0,
const GxColor color1,
const GxColor color2,
const GxColor color3,
const GxFloat2& uv0,
const GxFloat2& uv1,
const GxPrimitiveMaterial& material,
const GxFloat2& uvSecond0 =
GxFloat2(0.f, 0.f),
const GxFloat2& uvSecond1 =
GxFloat2(1.f, 1.f));
127 GX_FORCE_INLINE
void draw2DRectTextureF(
const GxRectF& rect, f32 z,
const GxVector2& rotateCenter,
const f32 rotateRadian,
const GxColor color,
const GxFloat2& uv0,
const GxFloat2& uv1,
const GxPrimitiveMaterial& material,
const GxFloat2& uvSecond0 =
GxFloat2(0.f, 0.f),
const GxFloat2& uvSecond1 =
GxFloat2(1.f, 1.f));
129 GX_FORCE_INLINE
void draw2DRectTextureG(
const GxRectF& rect, f32 z,
const GxVector2& rotateCenter,
const f32 rotateRadian,
const GxColor color0,
const GxColor color1,
const GxColor color2,
const GxColor color3,
const GxFloat2& uv0,
const GxFloat2& uv1,
const GxPrimitiveMaterial& material,
const GxFloat2& uvSecond0 =
GxFloat2(0.f, 0.f),
const GxFloat2& uvSecond1 =
GxFloat2(1.f, 1.f));
131 GX_FORCE_INLINE
void draw2DRectTextureG(
const GxRectF& rect, f32 posZ, f32 z,
const GxVector2& rotateCenter,
const f32 rotateRadian,
const GxColor color0,
const GxColor color1,
const GxColor color2,
const GxColor color3,
const GxFloat2& uv0,
const GxFloat2& uv1,
const GxPrimitiveMaterial& material,
const GxFloat2& uvSecond0 =
GxFloat2(0.f, 0.f),
const GxFloat2& uvSecond1 =
GxFloat2(1.f, 1.f));
175 void draw3DQuadG(
const GxVector3& position0,
const GxVector3& position1,
const GxVector3& position2,
const GxVector3& position3,
const GxColor color0,
const GxColor color1,
const GxColor color2,
const GxColor color3,
PRIMITIVE_FILL_MODE fillMode,
const GxPrimitiveMaterial& material, u32 viewFlag = 0xFFFFFFFF);
230 u32 _packetCountBlock;
232 void* _pCommandBlock;
233 u32 _commandSizeBlock;
236 u32 _vertexCountBlock;
238 static const GxVector3 LINE_PRIMITIVE_OFFSET_2D_XY;
239 static const f32 LINE_PRIMITIVE_OFFSET_2D_F;
プリミティブの並列発行を管理します。
Definition GxPrimitiveContext.h:22
テクスチャクラス
Definition GxRenderTexture.h:19