21 _quadRender = std::make_shared<QuadRender>(_shader);
37 gd->clearQuadTextureBindings();
38 for (
size_t i = 0; i < _quadTextureBindings.size(); ++i) {
39 gd->setQuadTextureBinding(i, _quadTextureBindings[i]);
45 _quadRender->render(viewportPtr, scissorPtr);
std::shared_ptr< GraphicsDevice > device() const
std::shared_ptr< Shader > shader() const
void setShader(const std::shared_ptr< Shader > &shader)
std::shared_ptr< DepthState > depthState
std::optional< Vector4 > scissor
std::shared_ptr< StencilParameters > stencilFront
std::shared_ptr< BlendState > blendState
std::shared_ptr< StencilParameters > stencilBack
std::optional< Vector4 > viewport
4D vector for homogeneous coordinates, color values, and SIMD operations.