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graphicsserver.h File Reference

Go to the source code of this file.

Classes

struct  Graphics::FrameContext
class  Graphics::GraphicsServer
 The graphics server is the main singleton for the Graphics subsystem. More...

Namespaces

namespace  CoreGraphics
 Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
namespace  Models
 A model resource consists of nodes, each of which inhibit some information read from an .n3 file.
namespace  Materials
 Material special version of variant.
namespace  CoreAnimation
 An animation resource holds a set of animations from a loaded NAX file.
namespace  Characters
 A character encapsulates a skeleton resource, an animation resource, and the ability to instantiate such and drive animations.
namespace  Particles
 Particle context controls playing and enabling/disabling of particle attrs inside a model.
namespace  Graphics
 Implements the shader server used by Vulkan.

Typedefs

using Graphics::ViewIndependentCall = void(*)(const Graphics::FrameContext& ctx)
using Graphics::ViewDependentCall = void(*)(const ViewId view, const Graphics::FrameContext& ctx)

Functions

static GraphicsEntityId Graphics::CreateEntity ()
static void Graphics::DestroyEntity (const GraphicsEntityId id)
template<typename ... CONTEXTS>
static void Graphics::RegisterEntity (const GraphicsEntityId id)
template<typename ... CONTEXTS>
static void Graphics::DeregisterEntity (const GraphicsEntityId id)
template<typename ... CONTEXTS>
static void Graphics::DeregisterEntityImmediate (const GraphicsEntityId id)