API Documentation
Loading...
Searching...
No Matches
Renderer Class Reference

#include <Renderer.h>

Public Member Functions

 Renderer (const DynamicPointer< GraphicsPipeline > &pipeline, const ConstPointer< Camera > &camera, WindowInstance *instance, ProgressInfo *log)
 
virtual ~Renderer ()
 
void render (bool wait_until_needed, bool force_render=true)
 
void renderLoop ()
 
void setActive (bool is_active)
 
void setFPS (fltp08 fps)
 
fltp08 getFPS () const
 
uint04 multisample () const
 
void run ()
 
void ensureLastRenderComplete ()
 
Time getFrameStartTime () const
 
void cleanup ()
 
void init (DesignObjectLookup *lookup)
 
ProgressInfolog ()
 
void updateSingleThreaded ()
 
GraphicsUpdaterupdater () const
 
GraphicsUpdateArgumentsgetArguments ()
 
void setWindowInstance (WindowInstance *window)
 
void addScene (const UUID &model)
 
const DynamicPointer< GraphicsDevice > & device () const
 
void addModel (const UUID &model)
 
void removeModel (const UUID &model)
 
void clearModels ()
 
void setPostRenderFunction (const std::function< void()> &function)
 
void setupSurface ()
 
void requestRedraw ()
 
void grabImage (Image *image)
 
void updateArgs (bool force_render)
 
void grabImageNextRender (Image *image)
 
DynamicPointer< GraphicsPipelinepipeline () const
 
virtual void setCamera (const ConstPointer< Camera > &camera)
 
void setOverrideMaterial (UUID material)
 
void updatePipeline ()
 
void pause (TimeSpan span)
 
bool isActive ()
 

Constructor & Destructor Documentation

◆ Renderer()

Renderer ( const DynamicPointer< GraphicsPipeline > & pipeline,
const ConstPointer< Camera > & camera,
WindowInstance * instance,
ProgressInfo * log )

◆ ~Renderer()

~Renderer ( )
virtual

Member Function Documentation

◆ addModel()

void addModel ( const UUID & model)

◆ addScene()

void addScene ( const UUID & model)

◆ cleanup()

void cleanup ( )
inline

◆ clearModels()

void clearModels ( )

◆ device()

const DynamicPointer< GraphicsDevice > & device ( ) const

◆ ensureLastRenderComplete()

void ensureLastRenderComplete ( )

◆ getArguments()

GraphicsUpdateArguments & getArguments ( )
inline

◆ getFPS()

fltp08 getFPS ( ) const
inline

◆ getFrameStartTime()

Time getFrameStartTime ( ) const
inline

◆ grabImage()

void grabImage ( Image * image)

◆ grabImageNextRender()

void grabImageNextRender ( Image * image)

◆ init()

void init ( DesignObjectLookup * lookup)

◆ isActive()

bool isActive ( )
inline

◆ log()

ProgressInfo * log ( )
inline

◆ multisample()

uint04 multisample ( ) const

◆ pause()

void pause ( TimeSpan span)

◆ pipeline()

DynamicPointer< GraphicsPipeline > pipeline ( ) const
inline

◆ removeModel()

void removeModel ( const UUID & model)

◆ render()

void render ( bool wait_until_needed,
bool force_render = true )

◆ renderLoop()

void renderLoop ( )

◆ requestRedraw()

void requestRedraw ( )

◆ run()

void run ( )

◆ setActive()

void setActive ( bool is_active)

◆ setCamera()

void setCamera ( const ConstPointer< Camera > & camera)
virtual

◆ setFPS()

void setFPS ( fltp08 fps)
inline

◆ setOverrideMaterial()

void setOverrideMaterial ( UUID material)

◆ setPostRenderFunction()

void setPostRenderFunction ( const std::function< void()> & function)
inline

◆ setupSurface()

void setupSurface ( )

◆ setWindowInstance()

void setWindowInstance ( WindowInstance * window)

◆ updateArgs()

void updateArgs ( bool force_render)

◆ updatePipeline()

void updatePipeline ( )

◆ updater()

GraphicsUpdater * updater ( ) const
inline

◆ updateSingleThreaded()

void updateSingleThreaded ( )

The documentation for this class was generated from the following files: