MQEngine
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MQEngine 命名空间参考

命名空间

namespace  RenderCallBack
namespace  SceneEvent

class  Application
struct  CacheModelMatrix
class  CameraSystem
struct  ComponentFieldInfo
struct  ComponentFilter
 定义组件过滤器,用于runtime view 更多...
struct  ComponentInfo
class  ComponentReflection
class  DataError
class  DataLoader
class  DataManager
struct  DepthStencilDesc
class  EditorApplication
class  EditorCameraManager
struct  EditorGlobal
class  Engine
struct  EngineGlobal
class  EngineScope
class  EntityInspector
struct  EntityRenderContext
 实体渲染上下文结构体 更多...
class  EnttInputArchiveWrapper
class  EnttOutputArchiveWrapper
class  FileDataLoader
class  GameApplication
class  GraphViewInsight
struct  ImageNode
class  LightingSystem
struct  LinkInfo
class  MatrixCacheSystem
class  MeshCacheSystem
class  ModelManager
struct  ModelUuidFile
struct  NameTag
struct  PassNode
struct  PassTargetDesc
struct  PinInfo
struct  PixelShaderSource
 定义像素着色器源码 更多...
struct  PositionComponent
struct  ProjectSetting
struct  RenderConfig
class  RenderGraphViewer
class  Scene
class  SceneEntityViewer
class  SceneManager
class  SceneTrunk
struct  SceneUuidFile
struct  ScriptFunctionInfo
class  ScriptManager
class  ScriptSystem
struct  SelectedEntityState
struct  StaticMeshInstance
class  SystemManager
class  Tech
class  TechManager
struct  TechName
 定义Tech的名称 更多...
class  TechSystem
class  TextureCacheSystem
struct  TextureDesc
class  TypeFactory
class  TypeTag
class  UiManager
struct  VertexShaderSource
 定义顶点着色器源码 更多...

类型定义

using Context = FCT::Context
using TechBindCallback = std::function<void(FCT::Layout* layout, const std::string& techName, const std::string& passName)>
 Tech绑定回调函数类型
using EntityOperationCallback = std::function<void(const EntityRenderContext& context)>
 实体操作回调函数类型
using ComponentValue
using Window = FCT::Window
using Uniform = FCT::Uniform
using ShaderRef = FCT::ShaderRef

枚举

enum class  RenderTarget { Window , Texture }

函数

ENGINE_API const char * getEngineVersion ()
ENGINE_API EnginegetEngine ()
ENGINE_API void OutputDebugObject ()
ENGINE_API std::vector< FCT::_fct_object_t * > GetDebugObject ()
const char * textureTypeToString (FCT::ModelInfo::TextureType type)
 将纹理类型枚举转换为字符串
const char * textureTypeToChineseString (FCT::ModelInfo::TextureType type)
 将纹理类型枚举转换为本地化字符串(中文)
 BOOST_DESCRIBE_STRUCT (PositionComponent,(),(position)) struct ENGINE_API RotationComponent
 BOOST_DESCRIBE_STRUCT (RotationComponent,(),(rotation)) struct ENGINE_API ScaleComponent
 BOOST_DESCRIBE_STRUCT (ScaleComponent,(),(scale)) struct ENGINE_API CameraComponent
 BOOST_DESCRIBE_STRUCT (CameraComponent,(),(active, fov, nearPlane, farPlane)) struct ENGINE_API CacheRotationMatrix
 BOOST_DESCRIBE_STRUCT (StaticMeshInstance,(),(modelUuid, meshName)) struct ENGINE_API ScriptComponent
 BOOST_DESCRIBE_STRUCT (ScriptComponent,(),(functionName)) struct ENGINE_API DirectionalLightComponent
 BOOST_DESCRIBE_STRUCT (DirectionalLightComponent,(),(direction, color, intensity, enabled)) struct ENGINE_API DiffuseTextureComponent
template<typename SnapshotType, typename WrapperType>
void SerializeComponents (SnapshotType &&snapshot, WrapperType &wrapper)
std::string openPassGraphFileDialog (bool save)
template<typename T>
void renderComponent (const T *component)
template<>
void renderComponent< NameTag > (const NameTag *component)
template<>
void renderComponent< PositionComponent > (const PositionComponent *component)
template<>
void renderComponent< RotationComponent > (const RotationComponent *component)
template<>
void renderComponent< ScaleComponent > (const ScaleComponent *component)
template<>
void renderComponent< CameraComponent > (const CameraComponent *component)
template<>
void renderComponent< StaticMeshInstance > (const StaticMeshInstance *component)
template<>
void renderComponent< ScriptComponent > (const ScriptComponent *component)
template<>
void renderComponent< CacheRotationMatrix > (const CacheRotationMatrix *component)
template<>
void renderComponent< CacheModelMatrix > (const CacheModelMatrix *component)
template<>
void renderComponent< DirectionalLightComponent > (const DirectionalLightComponent *component)
template<>
void renderComponent< DiffuseTextureComponent > (const DiffuseTextureComponent *component)

变量

EngineGlobal g_engineGlobal
constexpr FCT::UniformSlot DirectionalLightUniformSlot
constexpr FCT::UniformSlot ViewPosUniformSlot
constexpr FCT::UniformSlot ShadowUniformSlot
constexpr FCT::VertexLayout StandardMeshVertexLayout
constexpr FCT::UniformSlot CameraUniformSlot
constexpr FCT::UniformSlot ModelUniformSlot
EditorGlobal g_editorGlobal

类型定义说明

◆ ComponentValue

初始值:
std::variant<
bool, int, float, double, std::string,
FCT::Vec3
>

◆ Context

using MQEngine::Context = FCT::Context

◆ EntityOperationCallback

using MQEngine::EntityOperationCallback = std::function<void(const EntityRenderContext& context)>

实体操作回调函数类型

参数
context渲染上下文

◆ ShaderRef

using MQEngine::ShaderRef = FCT::ShaderRef

◆ TechBindCallback

using MQEngine::TechBindCallback = std::function<void(FCT::Layout* layout, const std::string& techName, const std::string& passName)>

Tech绑定回调函数类型

参数
layout当前的Layout对象
techNameTech名称
passNamePass名称

◆ Uniform

using MQEngine::Uniform = FCT::Uniform

◆ Window

using MQEngine::Window = FCT::Window

枚举类型说明

◆ RenderTarget

enum class MQEngine::RenderTarget
strong
枚举值
Window 
Texture 

函数说明

◆ BOOST_DESCRIBE_STRUCT() [1/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( CameraComponent ,
() ,
(active, fov, nearPlane, farPlane)  )

◆ BOOST_DESCRIBE_STRUCT() [2/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( DirectionalLightComponent ,
() ,
(direction, color, intensity, enabled)  )

◆ BOOST_DESCRIBE_STRUCT() [3/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( PositionComponent ,
() ,
(position)  )

◆ BOOST_DESCRIBE_STRUCT() [4/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( RotationComponent ,
() ,
(rotation)  )

◆ BOOST_DESCRIBE_STRUCT() [5/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( ScaleComponent ,
() ,
(scale)  )

◆ BOOST_DESCRIBE_STRUCT() [6/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( ScriptComponent ,
() ,
(functionName)  )

◆ BOOST_DESCRIBE_STRUCT() [7/7]

MQEngine::BOOST_DESCRIBE_STRUCT ( StaticMeshInstance ,
() ,
(modelUuid, meshName)  )

◆ GetDebugObject()

std::vector< FCT::_fct_object_t * > MQEngine::GetDebugObject ( )
这是这个函数的调用关系图:

◆ getEngine()

Engine & MQEngine::getEngine ( )
返回
Engine instance
函数调用图:
这是这个函数的调用关系图:

◆ getEngineVersion()

const char * MQEngine::getEngineVersion ( )
返回
engine version

◆ openPassGraphFileDialog()

std::string MQEngine::openPassGraphFileDialog ( bool save)
这是这个函数的调用关系图:

◆ OutputDebugObject()

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

◆ renderComponent()

template<typename T>
void MQEngine::renderComponent ( const T * component)
这是这个函数的调用关系图:

◆ renderComponent< CacheModelMatrix >()

template<>
void MQEngine::renderComponent< CacheModelMatrix > ( const CacheModelMatrix * component)
inline

◆ renderComponent< CacheRotationMatrix >()

template<>
void MQEngine::renderComponent< CacheRotationMatrix > ( const CacheRotationMatrix * component)
inline

◆ renderComponent< CameraComponent >()

template<>
void MQEngine::renderComponent< CameraComponent > ( const CameraComponent * component)
inline

◆ renderComponent< DiffuseTextureComponent >()

template<>
void MQEngine::renderComponent< DiffuseTextureComponent > ( const DiffuseTextureComponent * component)
inline

◆ renderComponent< DirectionalLightComponent >()

template<>
void MQEngine::renderComponent< DirectionalLightComponent > ( const DirectionalLightComponent * component)
inline
函数调用图:

◆ renderComponent< NameTag >()

template<>
void MQEngine::renderComponent< NameTag > ( const NameTag * component)
inline

◆ renderComponent< PositionComponent >()

template<>
void MQEngine::renderComponent< PositionComponent > ( const PositionComponent * component)
inline
函数调用图:

◆ renderComponent< RotationComponent >()

template<>
void MQEngine::renderComponent< RotationComponent > ( const RotationComponent * component)
inline
函数调用图:

◆ renderComponent< ScaleComponent >()

template<>
void MQEngine::renderComponent< ScaleComponent > ( const ScaleComponent * component)
inline
函数调用图:

◆ renderComponent< ScriptComponent >()

template<>
void MQEngine::renderComponent< ScriptComponent > ( const ScriptComponent * component)
inline

◆ renderComponent< StaticMeshInstance >()

template<>
void MQEngine::renderComponent< StaticMeshInstance > ( const StaticMeshInstance * component)
inline

◆ SerializeComponents()

template<typename SnapshotType, typename WrapperType>
void MQEngine::SerializeComponents ( SnapshotType && snapshot,
WrapperType & wrapper )
这是这个函数的调用关系图:

◆ textureTypeToChineseString()

ENGINE_API const char * MQEngine::textureTypeToChineseString ( FCT::ModelInfo::TextureType type)

将纹理类型枚举转换为本地化字符串(中文)

参数
type纹理类型
返回
对应的中文字符串描述
这是这个函数的调用关系图:

◆ textureTypeToString()

ENGINE_API const char * MQEngine::textureTypeToString ( FCT::ModelInfo::TextureType type)

将纹理类型枚举转换为字符串

参数
type纹理类型
返回
对应的字符串描述

变量说明

◆ CameraUniformSlot

FCT::UniformSlot MQEngine::CameraUniformSlot
constexpr
初始值:
{
"CameraUniform",
FCT::UniformVar{FCT::UniformType::ProjectionMatrix},
FCT::UniformVar{FCT::UniformType::ViewMatrix}
}

◆ DirectionalLightUniformSlot

FCT::UniformSlot MQEngine::DirectionalLightUniformSlot
constexpr
初始值:
{
"DirectionalLightUniform",
FCT::UniformVar{FCT::UniformType::Vec4,"directionalLightDirection"},
FCT::UniformVar{FCT::UniformType::Vec3,"directionalLightColor"},
FCT::UniformVar{FCT::UniformType::Float,"directionalLightIntensity"},
FCT::UniformVar{FCT::UniformType::Bool,"directionalLightEnable"}
}

◆ g_editorGlobal

EditorGlobal MQEngine::g_editorGlobal

◆ g_engineGlobal

ENGINE_API EngineGlobal MQEngine::g_engineGlobal

◆ ModelUniformSlot

FCT::UniformSlot MQEngine::ModelUniformSlot
constexpr
初始值:
{
"ModelUniform",
FCT::UniformVar{FCT::UniformType::ModelMatrix,"modelMatrix"}
}

◆ ShadowUniformSlot

FCT::UniformSlot MQEngine::ShadowUniformSlot
constexpr
初始值:
{
"ShadowUniform",
FCT::UniformVar{FCT::UniformType::MVPMatrix,"directionalLightMvp"}
}

◆ StandardMeshVertexLayout

FCT::VertexLayout MQEngine::StandardMeshVertexLayout
constexpr
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"},
}

◆ ViewPosUniformSlot

FCT::UniformSlot MQEngine::ViewPosUniformSlot
constexpr
初始值:
{
"ViewPosUniform",
FCT::UniformVar{FCT::UniformType::Vec3,"viewPosition"}
}