Skylicht Engine
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RenderLine
CLineRenderer.h
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#pragma once
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#include "Entity/CEntityGroup.h"
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#include "Entity/IRenderSystem.h"
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#include "Transform/CWorldTransformData.h"
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#include "CLineRenderData.h"
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namespace
Skylicht
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{
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class
COMPONENT_API CLineRenderer :
public
IRenderSystem
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{
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protected
:
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CEntityGroup
* m_group;
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CFastArray<CWorldTransformData*>
m_transforms;
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CFastArray<CLineRenderData*>
m_lines;
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public
:
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CLineRenderer();
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virtual
~CLineRenderer();
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virtual
void
beginQuery(
CEntityManager
* entityManager);
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virtual
void
onQuery(
CEntityManager
* entityManager,
CEntity
** entities,
int
numEntity);
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virtual
void
init(
CEntityManager
* entityManager);
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virtual
void
update(
CEntityManager
* entityManager);
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virtual
void
render(
CEntityManager
* entityManager);
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virtual
void
renderTransparent(
CEntityManager
* entityManager);
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protected
:
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void
updateBuffer(
CLineRenderData
* line,
CCamera
* camera);
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void
renderLine(
CEntityManager
* entityMgr,
CWorldTransformData
* transform,
CLineRenderData
* line);
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};
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}
Skylicht::CCamera
This is an object class used to set up the camera, including its position, viewing angle,...
Definition
CCamera.h:70
Skylicht::CEntityGroup
The object class is designed to optimize entity queries.
Definition
CEntityGroup.h:54
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht::CEntityManager
This object class manages all entities within a scene.
Definition
CEntityManager.h:89
Skylicht::CFastArray
Definition
CArrayUtils.h:31
Skylicht::CLineRenderData
Definition
CLineRenderData.h:12
Skylicht::CWorldTransformData
Definition
CWorldTransformData.h:32
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
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