MQEngine
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MQEngine::Engine类 参考

#include <engine.h>

MQEngine::Engine 的协作图:

Public 成员函数

 Engine (const Engine &)=delete
Engineoperator= (const Engine &)=delete
void loop ()

静态 Public 成员函数

static EnginegetInstance ()

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

Applicationm_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
DataManagerm_dataManager
FCT::UniquePtr< CameraSystemm_cameraSystem
FCT::UniquePtr< MeshCacheSystemm_meshRenderSystem
FCT::UniquePtr< ScriptSystemm_scriptSystem
FCT::UniquePtr< MatrixCacheSystemm_matrixCacheSystem
FCT::UniquePtr< LightingSystemm_lightingSystem
FCT::UniquePtr< TextureCacheSystemm_textureRenderSystem
FCT::UniquePtr< TechManagerm_techManager
FCT::Uniform m_floorModelUniform
FCT::OutputInfo m_shadowPassOutputInfo
FCT::OutputInfo m_objectPassOutputInfo
FCT::NodeEnvironment * m_nodeEnv

静态 Private 属性

static Engines_instance = nullptr

友元

class EngineScope

构造及析构函数说明

◆ Engine() [1/2]

MQEngine::Engine::Engine ( const Engine & )
delete
函数调用图:
这是这个函数的调用关系图:

◆ Engine() [2/2]

MQEngine::Engine::Engine ( )
privatedefault

◆ ~Engine()

MQEngine::Engine::~Engine ( )
privatedefault

成员函数说明

◆ getInstance()

Engine & MQEngine::Engine::getInstance ( )
static
函数调用图:
这是这个函数的调用关系图:

◆ init()

void MQEngine::Engine::init ( Application * application)
private
函数调用图:
这是这个函数的调用关系图:

◆ initUniformValue()

void MQEngine::Engine::initUniformValue ( )
private
这是这个函数的调用关系图:

◆ logicTick()

void MQEngine::Engine::logicTick ( )
private
这是这个函数的调用关系图:

◆ loop()

void MQEngine::Engine::loop ( )
函数调用图:
这是这个函数的调用关系图:

◆ operator=()

Engine & MQEngine::Engine::operator= ( const Engine & )
delete
函数调用图:

◆ settingUpEnv()

void MQEngine::Engine::settingUpEnv ( )
private
这是这个函数的调用关系图:

◆ settingUpPass()

void MQEngine::Engine::settingUpPass ( )
private
这是这个函数的调用关系图:

◆ settingUpResources()

void MQEngine::Engine::settingUpResources ( )
private
这是这个函数的调用关系图:

◆ settingUpSubmitTicker()

void MQEngine::Engine::settingUpSubmitTicker ( )
private
这是这个函数的调用关系图:

◆ settingUpSync()

void MQEngine::Engine::settingUpSync ( )
private
这是这个函数的调用关系图:

◆ settingUpTechs()

void MQEngine::Engine::settingUpTechs ( )
private
函数调用图:
这是这个函数的调用关系图:

◆ term()

void MQEngine::Engine::term ( )
private
这是这个函数的调用关系图:

◆ EngineScope

friend class EngineScope
friend

类成员变量说明

◆ m_application

Application* MQEngine::Engine::m_application
private

◆ m_autoViewport

FCT::AutoViewport* MQEngine::Engine::m_autoViewport
private

◆ m_cameraSystem

FCT::UniquePtr<CameraSystem> MQEngine::Engine::m_cameraSystem
private

◆ m_constBuffer

FCT::RHI::ConstBuffer* MQEngine::Engine::m_constBuffer
private

◆ m_ctx

FCT::Context* MQEngine::Engine::m_ctx
private

◆ m_dataManager

DataManager* MQEngine::Engine::m_dataManager
private

◆ m_floorModelUniform

FCT::Uniform MQEngine::Engine::m_floorModelUniform
private

◆ m_layout

FCT::Layout* MQEngine::Engine::m_layout
private

◆ m_lightingSystem

FCT::UniquePtr<LightingSystem> MQEngine::Engine::m_lightingSystem
private

◆ m_matrixCacheSystem

FCT::UniquePtr<MatrixCacheSystem> MQEngine::Engine::m_matrixCacheSystem
private

◆ m_meshRenderSystem

FCT::UniquePtr<MeshCacheSystem> MQEngine::Engine::m_meshRenderSystem
private

◆ m_nodeEnv

FCT::NodeEnvironment* MQEngine::Engine::m_nodeEnv
private

◆ m_objectPassOutputInfo

FCT::OutputInfo MQEngine::Engine::m_objectPassOutputInfo
private

◆ m_pipeline

FCT::RHI::RasterizationPipeline* MQEngine::Engine::m_pipeline
private

◆ m_ps

FCT::ShaderRef MQEngine::Engine::m_ps
private

◆ m_rt

FCT::Runtime MQEngine::Engine::m_rt
private

◆ m_scriptSystem

FCT::UniquePtr<ScriptSystem> MQEngine::Engine::m_scriptSystem
private

◆ m_shadowLayout

FCT::Layout* MQEngine::Engine::m_shadowLayout
private

◆ m_shadowPassOutputInfo

FCT::OutputInfo MQEngine::Engine::m_shadowPassOutputInfo
private

◆ m_shadowSampler

FCT::Sampler* MQEngine::Engine::m_shadowSampler
private

◆ m_systemManager

SystemManager MQEngine::Engine::m_systemManager
private

◆ m_techManager

FCT::UniquePtr<TechManager> MQEngine::Engine::m_techManager
private

◆ m_textureRenderSystem

FCT::UniquePtr<TextureCacheSystem> MQEngine::Engine::m_textureRenderSystem
private

◆ m_uniform

FCT::UniformBuffer* MQEngine::Engine::m_uniform
private

◆ m_vs

FCT::ShaderRef MQEngine::Engine::m_vs
private

◆ m_vsShadow

FCT::ShaderRef MQEngine::Engine::m_vsShadow
private

◆ m_wnd

FCT::Window* MQEngine::Engine::m_wnd
private

◆ pixelLayout

FCT::PixelLayout MQEngine::Engine::pixelLayout
private
初始值:
= {
FCT::VertexElement{FCT::VtxType::Custom,"srcpos",FCT::Format::R32G32B32A32_SFLOAT},
FCT::VertexElement{FCT::VtxType::Custom,"shadowPos",FCT::Format::R32G32B32A32_SFLOAT},
}
FCT::VertexLayout vertexLayout
定义 engine.h:59

◆ s_instance

Engine * MQEngine::Engine::s_instance = nullptr
staticprivate

◆ vertexLayout

FCT::VertexLayout MQEngine::Engine::vertexLayout
private
初始值:
= {
FCT::VertexElement{FCT::VtxType::Color4f,"color"},
FCT::VertexElement{FCT::VtxType::Position4f,"position"},
FCT::VertexElement{FCT::VtxType::TexCoord2f,"texCoord"},
FCT::VertexElement{FCT::VtxType::Normal3f,"normal"},
}

该类的文档由以下文件生成: