MQEngine
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#include <engine.h>
Public 成员函数 | |
Engine (const Engine &)=delete | |
Engine & | operator= (const Engine &)=delete |
void | loop () |
静态 Public 成员函数 | |
static Engine & | getInstance () |
Private 成员函数 | |
void | init (Application *application) |
void | term () |
void | settingUpEnv () |
void | settingUpLayout () |
void | settingUpPass () |
void | settingUpResources () |
void | settingUpSync () |
void | settingUpSubmitTicker () |
void | initUniformValue () |
void | logicTick () |
Engine ()=default | |
~Engine ()=default |
Private 属性 | |
Application * | m_application |
FCT::Runtime | m_rt |
SystemManager | m_systemManager |
FCT::Window * | m_wnd |
FCT::Context * | m_ctx |
FCT::StaticMesh< uint32_t > * | m_mesh |
FCT::StaticMesh< uint32_t > * | m_floor |
FCT::VertexLayout | vertexLayout |
FCT::PixelLayout | pixelLayout |
FCT::Sampler * | m_shadowSampler |
FCT::ShaderRef | m_vs |
FCT::ShaderRef | m_ps |
FCT::ShaderRef | m_vsShadow |
FCT::ConstLayout | m_shadowConstLayout |
FCT::RHI::RasterizationPipeline * | m_pipeline |
FCT::UniformBuffer * | m_uniform |
FCT::RHI::ConstBuffer * | m_constBuffer |
FCT::Vec4 | m_lightPos |
FCT::AutoViewport * | m_autoViewport |
int | m_lightType = 1 |
FCT::Uniform | m_shadowUniform |
FCT::Uniform | m_baseUniform |
FCT::Layout * | m_layout |
FCT::Layout * | m_shadowLayout |
float | m_lightDistance = 40.0f |
float | m_ambientColor [3] = { 0.2f, 0.2f, 0.2f } |
float | m_diffuseColor [3] = { 0.5f, 0.5f, 0.5f } |
float | m_specularColor [3] = { 1.0f, 1.0f, 1.0f } |
float | m_shininess = 32.0f |
float | m_constant = 1.0f |
float | m_linearAttenuation = 0.09f |
float | m_quadratic = 0.032f |
float | m_cutOffAngle = 45.0f |
静态 Private 属性 | |
static Engine * | s_instance = nullptr |
友元 | |
class | EngineScope |
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void MQEngine::Engine::loop | ( | ) |
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