45 pipeDesc._stateBlock._depthTestEnabled =
_depthMask;
46 pipeDesc._stateBlock._depthWriteEnabled =
false;
47 pipeDesc._shaderProgramHandle =
_context.imShaders()->imShaderNoTexture();
106 rcCol(colour, colourVec.
r, colourVec.
g, colourVec.
b, colourVec.
a);
125 _overrideColour =
true;
void depthMask(bool state) noexcept override
bool paused() const noexcept
PrimitiveTopology _primType
NavMeshDebugDraw(GFXDevice &context) noexcept
void toCommandBuffer(GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) const
void overrideColour(U32 col) noexcept
virtual ~NavMeshDebugDraw() override
void begin(duDebugDrawPrimitives prim, F32 size=1.0f) override
void vertex(F32 x, F32 y, F32 z, U32 colour) override
Rough around the edges Adapter pattern abstracting the actual rendering API and access to the GPU.
IMPrimitive * newIMP(std::string_view name)
Create and return a new immediate mode emulation primitive.
bool destroyIMP(IMPrimitive *&primitive)
void getCommandBuffer(GFX::CommandBuffer &commandBufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
void beginBatch(bool reserveBuffers, U32 vertexCount, U32 attributeCount)
void vertex(F32 x, F32 y, F32 z)
void setPipelineDescriptor(const PipelineDescriptor &descriptor)
void attribute4f(U32 attribLocation, F32 x, F32 y, F32 z, F32 w)
void begin(PrimitiveTopology type)
void rcCol(U32 col, U8 &r, U8 &g, U8 &b, U8 &a) noexcept
Convert a Recast colour integer to RGBA components.
FColour4 ToFloatColour(const UColour4 &byteColour) noexcept
bool DebugBreak(const bool condition) noexcept
constexpr auto to_base(const Type value) -> Type
RenderStateBlock _stateBlock