Nebula
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graphicsmanager.cc File Reference
#include "application/stdneb.h"
#include "graphicsmanager.h"
#include "graphics/graphicsentity.h"
#include "graphics/graphicsserver.h"
#include "models/modelcontext.h"
#include "visibility/visibilitycontext.h"
#include "raytracing/raytracingcontext.h"
#include "characters/charactercontext.h"
#include "game/gameserver.h"
#include "basegamefeature/components/basegamefeature.h"
#include "basegamefeature/components/position.h"
#include "basegamefeature/components/orientation.h"
#include "basegamefeature/components/scale.h"
#include "io/jsonreader.h"
#include "io/jsonwriter.h"
#include "lighting/lightcontext.h"
#include "game/componentinspection.h"
#include "decals/decalcontext.h"
#include "gi/ddgicontext.h"
#include "terrain/terraincontext.h"
#include "nflatbuffer/nebula_flat.h"
#include "nflatbuffer/flatbufferinterface.h"
#include "flat/render/terrainresource.h"

Namespaces

namespace  GraphicsFeature

Functions

 GraphicsFeature::__ImplementClass (GraphicsFeature::GraphicsManager, 'GrMa', Game::Manager)
void GraphicsFeature::RegisterModelEntity (Graphics::GraphicsEntityId const gid, Resources::ResourceName const res, Resources::ResourceName const anim, Resources::ResourceName const skeleton, uint const stage, bool const raytracing, Math::mat4 const &t)
void GraphicsFeature::DeregisterModelEntity (Model const *model)
void GraphicsFeature::DeregisterLight (Graphics::GraphicsEntityId gfxId)
void GraphicsFeature::DeregisterDecal (Graphics::GraphicsEntityId gfxId)
void GraphicsFeature::DeregisterDDGIVolume (Graphics::GraphicsEntityId gfxId)
template<>
void IO::JsonReader::Get< Graphics::GraphicsEntityId > (Graphics::GraphicsEntityId &ret, char const *attr)
template<>
void IO::JsonWriter::Add< Graphics::GraphicsEntityId > (Graphics::GraphicsEntityId const &id, Util::String const &val)
template<>
void Game::ComponentDrawFuncT< GraphicsFeature::AreaLightShape > (Game::Entity, Game::ComponentId component, void *data, bool *commit)

Function Documentation

◆ Game::ComponentDrawFuncT< GraphicsFeature::AreaLightShape >()

template<>
void Game::ComponentDrawFuncT< GraphicsFeature::AreaLightShape > ( Game::Entity ,
Game::ComponentId component,
void * data,
bool * commit )

◆ IO::JsonReader::Get< Graphics::GraphicsEntityId >()

template<>
void IO::JsonReader::Get< Graphics::GraphicsEntityId > ( Graphics::GraphicsEntityId & ret,
char const * attr )

◆ IO::JsonWriter::Add< Graphics::GraphicsEntityId >()