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Skylicht Engine
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It serves as the interface for object classes that render 3D scenes. More...
#include <Entity/IRenderSystem.h>
Public Types | |
| enum | ERenderPass { Sky = 0 , Opaque , OcclusionQuery , Transparent , Effect } |
Public Member Functions | |
| virtual bool | isRenderSystem () |
| IRenderPipeline::ERenderPipelineType | getPipelineType () |
| virtual void | render (CEntityManager *entityManager)=0 |
| virtual void | renderTransparent (CEntityManager *entityManager) |
| virtual void | renderEmission (CEntityManager *entityManager) |
| virtual void | postRender (CEntityManager *entityManager) |
| ERenderPass | getRenderPass () |
| int | getSortingPriority () |
| void | setSortingPriority (int s) |
| Public Member Functions inherited from Skylicht::IEntitySystem | |
| virtual void | beginQuery (CEntityManager *entityManager)=0 |
| virtual void | onQuery (CEntityManager *entityManager, CEntity **entities, int count)=0 |
| virtual void | init (CEntityManager *entityManager)=0 |
| virtual void | update (CEntityManager *entityManager)=0 |
| void | setSystemOrder (int order) |
| int | getSystemOrder () |
Protected Attributes | |
| IRenderPipeline::ERenderPipelineType | m_pipelineType |
| ERenderPass | m_renderPass |
| int | m_sortingPriority |
| Protected Attributes inherited from Skylicht::IEntitySystem | |
| int | m_systemOrder |
It serves as the interface for object classes that render 3D scenes.
Code example for adding a render system
After querying and updating data for Entities, the IRenderSystem will call functions like render, renderTransparent, etc., to display the data on the screen or output image.
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inlinevirtual |
Reimplemented from Skylicht::IEntitySystem.
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pure virtual |
Implemented in Skylicht::Particle::CParticleRenderer, and Skylicht::Particle::CParticleTrailRenderer.
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inlinevirtual |
Reimplemented in Skylicht::Particle::CParticleRenderer, and Skylicht::Particle::CParticleTrailRenderer.
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inlinevirtual |
Reimplemented in Skylicht::Particle::CParticleRenderer, and Skylicht::Particle::CParticleTrailRenderer.