Skylicht Engine
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Primitive
CPrimitiveRenderer.h
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/*
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!@
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MIT License
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Copyright (c) 2022 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "Entity/IRenderSystem.h"
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#include "Entity/CEntityGroup.h"
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#include "RenderMesh/CMesh.h"
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#include "Material/CMaterial.h"
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#include "CPrimiviteData.h"
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#include "CPrimitiveBaseRenderer.h"
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namespace
Skylicht
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{
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class
COMPONENT_API CPrimitiveRenderer :
public
CPrimitiveBaseRenderer
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{
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protected
:
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CEntityGroup
* m_group;
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CFastArray<CPrimiviteData*>
m_primitives[CPrimiviteData::Count];
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CFastArray<CPrimiviteData*>
m_primitivesTangent[CPrimiviteData::Count];
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CFastArray<CPrimiviteData*>
m_transparents;
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CFastArray<CMesh*>
m_transparentMeshs;
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public
:
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CPrimitiveRenderer();
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virtual
~CPrimitiveRenderer();
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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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CMesh
* getMesh(CPrimiviteData::EPrimitive type);
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void
renderPrimitive(
CEntityManager
* entityManager,
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CPrimiviteData
** primitives,
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CMesh
* mesh,
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int
numEntity
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);
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void
renderPrimitive(
CEntityManager
* entityManager,
IVideoDriver
* driver,
IRenderPipeline
* rp,
CMaterial
* mat,
CPrimiviteData
* data,
CMesh
* mesh);
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};
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}
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::CMaterial
The object class describes material information such as which shader it's associated with,...
Definition
CMaterial.h:84
Skylicht::CMesh
Definition
CMesh.h:75
Skylicht::CPrimiviteData
Definition
CPrimiviteData.h:35
Skylicht::IRenderPipeline
Definition
IRenderPipeline.h:37
irr::video::IVideoDriver
Interface to driver which is able to perform 2d and 3d graphics functions.
Definition
IVideoDriver.h:388
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
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