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 | settingUpTechs () |
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::VertexLayout | vertexLayout |
FCT::PixelLayout | pixelLayout |
FCT::Sampler * | m_shadowSampler |
FCT::ShaderRef | m_vs |
FCT::ShaderRef | m_ps |
FCT::ShaderRef | m_vsShadow |
FCT::RHI::RasterizationPipeline * | m_pipeline |
FCT::UniformBuffer * | m_uniform |
FCT::RHI::ConstBuffer * | m_constBuffer |
FCT::AutoViewport * | m_autoViewport |
FCT::Layout * | m_layout |
FCT::Layout * | m_shadowLayout |
DataManager * | m_dataManager |
FCT::UniquePtr< CameraSystem > | m_cameraSystem |
FCT::UniquePtr< MeshCacheSystem > | m_meshRenderSystem |
FCT::UniquePtr< ScriptSystem > | m_scriptSystem |
FCT::UniquePtr< MatrixCacheSystem > | m_matrixCacheSystem |
FCT::UniquePtr< LightingSystem > | m_lightingSystem |
FCT::UniquePtr< TextureCacheSystem > | m_textureRenderSystem |
FCT::UniquePtr< TechManager > | m_techManager |
FCT::Uniform | m_floorModelUniform |
FCT::OutputInfo | m_shadowPassOutputInfo |
FCT::OutputInfo | m_objectPassOutputInfo |
FCT::NodeEnvironment * | m_nodeEnv |
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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