19#include "components/camera.h"
20#include "components/decal.h"
21#include "components/lighting.h"
22#include "components/model.h"
23#include "components/gi.h"
24#include "components/terrain.h"
Managers are objects which care about some specific functionality of a feature.
Definition manager.h:32
A container of entities, their components, and processors.
Definition world.h:70
Handles logic for connecting the game layer with the render layer.
Definition graphicsmanager.h:30
static void InitTerrain(Game::World *world, Game::Entity entity, Terrain *terrain)
Called automatically when a terrain needs to be initialized.
Definition graphicsmanager.cc:524
void OnActivate() override
called when added to game server
Definition graphicsmanager.cc:362
void OnDeactivate() override
called when removed from game server
Definition graphicsmanager.cc:375
static void InitPointLight(Game::World *world, Game::Entity entity, PointLight *light)
called automatically when a point light needs to be initialized
Definition graphicsmanager.cc:384
static void InitDDGIVolume(Game::World *world, Game::Entity entity, DDGIVolume *volume)
called automatically when a ddgi volume needs to be initialized
Definition graphicsmanager.cc:491
void OnCleanup(Game::World *world) override
Cleanup all graphics entities.
Definition graphicsmanager.cc:598
void InitUpdateLightTransformProcessor()
Definition graphicsmanager.cc:259
static void InitAreaLight(Game::World *world, Game::Entity entity, AreaLight *light)
called automatically when an area light needs to be initialized
Definition graphicsmanager.cc:439
static void InitSpotLight(Game::World *world, Game::Entity entity, SpotLight *light)
called automatically when a spot light needs to be initialized
Definition graphicsmanager.cc:409
void InitUpdateModelTransformProcessor()
Definition graphicsmanager.cc:235
void InitUpdateDecalTransformProcessor()
Definition graphicsmanager.cc:311
virtual __DeclareClass(GraphicsManager) public ~GraphicsManager()
Definition graphicsmanager.cc:46
static void InitModel(Game::World *, Game::Entity, Model *)
called automatically when a model needs to be initialized
Definition graphicsmanager.cc:580
void OnDecay() override
called before cleaning up managed properties decay buffers
Definition graphicsmanager.cc:176
void InitUpdateDDGIVolumeTransformProcessor()
Definition graphicsmanager.cc:336
static void InitDecal(Game::World *world, Game::Entity entity, Decal *decal)
called automatically when a decal needs to be initialized
Definition graphicsmanager.cc:470
Resolves local hierarchical transforms into the mandatory world transform components.
Definition graphicsmanager.h:67
MemDb::AttributeId ComponentId
Definition componentid.h:15
void ComponentDrawFuncT< GraphicsFeature::AreaLightShape >(Game::Entity, ComponentId, void *, bool *)
Definition graphicsfeatureunit.cc:61
A quad tree designed to return regions of free 2D space.
Definition occupancyquadtree.h:17
#define __DeclareClass(type)
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35