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| Engine (std::unique_ptr< Window > window) |
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void | submitRender (RenderContext &&ctx, bool immediate=false) |
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void | submitRender (GroupRenderContext &&ctx, bool immediate=false) |
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| virtual void | flush () |
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void | subscribeUpdate (std::shared_ptr< Updateable > updateable) |
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void | subscribeTick (std::shared_ptr< Tickable > tickable) |
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void | fireUpdate (float dt) |
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void | gameloop () |
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virtual void | beforeRender () |
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virtual void | render (double dt)=0 |
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virtual void | afterRender () |
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Window * | window () const |
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InputSystem * | inputSystem () const |
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void | setDirectionalLightSource (std::shared_ptr< Sun > lightSource, uint8_t passPosition=0) |
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std::shared_ptr< Sun > | directionalLightSource () const |
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static float | TickRate = 1.0f / 30.0f |
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void | beginFrame () |
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void | endFrame () |
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◆ flush()
Flushes the render queue; loops over all render passes and renders all contexts.
- Note
- This is called between beforeRender() and afterRender().
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Can be overridden, consumer must clear the m_renderQueue.
The documentation for this class was generated from the following files:
- src/render/Engine.h
- src/render/Engine.cpp