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Shkyera Engine
Easy to use, game engine for Python
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#include <RenderingSystem.hpp>
Public Member Functions | |
RenderingSystem (std::shared_ptr< Registry > registry) | |
std::optional< GLuint > | update () |
GLuint | getRenderFrameBuffer () |
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template<typename... Resources> | |
RegistryViewer (std::shared_ptr< Registry > registry, ReadAccess< Resources... > read) | |
template<typename... Resources> | |
RegistryViewer (std::shared_ptr< Registry > registry, WriteAccess< Resources... > read) | |
template<typename... ReadResources, typename... WriteResources> | |
RegistryViewer (std::shared_ptr< Registry > registry, ReadAccess< ReadResources... > read, WriteAccess< WriteResources... > write) | |
const Policy & | getPolicy () const |
template<typename Component , typename... Args> | |
Component & | add (Entity entity, Args &&... args) |
template<typename Component > | |
void | clear () |
template<typename Component > | |
bool | has (Entity entity) const |
template<typename Component > | |
Component & | write (Entity entity) |
template<typename Component > | |
const Component & | read (Entity entity) const |
template<NonSingletonComponentType Component> | |
const auto & | read () const |
template<SingletonComponentType Component> | |
const auto * | read () const |
template<NonSingletonComponentType Component> | |
auto & | write () |
template<SingletonComponentType Component> | |
auto * | write () |
template<SingletonComponentType Component> | |
std::optional< Entity > | getEntity () const |
const std::optional< Entity > | getParent (Entity entity) const |
template<typename Component > | |
SparseSet< Component > & | writeAll () |
template<typename Component > | |
const SparseSet< Component > & | readAll () const |
Private Member Functions | |
void | clearFrameBuffers () |
void | setSize (uint32_t width, uint32_t height) |
void | renderViewPosition () |
void | renderViewNormals () |
void | renderSSAO (float strength, float radius) |
void | renderDirectionalLightShadowMaps () |
void | renderPointLightShadowMaps () |
void | renderSpotLightShadowMaps () |
void | renderWorldObjects () |
void | renderParticles () |
void | renderBillboards () |
void | renderDebugBillboards () |
void | renderPostProcessingVolumes () |
void | renderWireframes () |
void | renderOutlineOfSelectedEntities () |
void | renderOutline (const std::set< Entity > &entities) |
void | renderSkybox () |
void | renderOverlayModels () |
void | bloom (float threshold, float weight) |
void | toneMapping () |
void | gammaCorrection (float gamma) |
void | antiAliasing () |
void | setMaterial (Material const *material) |
void | setTexture (Material const *material, const std::string &textureName, auto textureMember) |
PostProcessingVolumeComponent | getPostProcessingSettings () |
Static Private Attributes | |
static constexpr size_t | BloomSteps = 4 |
shkyera::RenderingSystem< MainCameraTag >::RenderingSystem | ( | std::shared_ptr< Registry > | registry | ) |
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GLuint shkyera::RenderingSystem< MainCameraTag >::getRenderFrameBuffer | ( | ) |
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std::optional< GLuint > shkyera::RenderingSystem< MainCameraTag >::update | ( | ) |
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inlinestaticconstexprprivate |