Nebula
Loading...
Searching...
No Matches
lightprobecontext.h
Go to the documentation of this file.
1#pragma once
2//------------------------------------------------------------------------------
11//------------------------------------------------------------------------------
13namespace Graphics
14{
16{
18public:
22 virtual ~LightProbeContext();
23
24
27private:
28
29 typedef Ids::IdAllocator<
30 Math::mat4, // projection
31 Math::mat4 // view-transform
34
36 static ContextEntityId Alloc();
38 static void Dealloc(ContextEntityId id);
39};
40} // namespace Graphics
Definition graphicscontext.h:165
Adds a light probe component to graphics entities.
Definition lightprobecontext.h:16
static void Dealloc(ContextEntityId id)
deallocate a slice
Definition lightprobecontext.cc:54
LightProbeContext()
constructor
Definition lightprobecontext.cc:18
virtual ~LightProbeContext()
destructor
Definition lightprobecontext.cc:26
Ids::IdAllocator< Math::mat4, Math::mat4 > LightProbeAllocator
Definition lightprobecontext.h:32
static LightProbeAllocator lightProbeAllocator
Definition lightprobecontext.h:33
static const Math::mat4 & GetTransform(const Graphics::GraphicsEntityId id)
get transform
Definition lightprobecontext.cc:35
static ContextEntityId Alloc()
allocate a new slice for this context
Definition lightprobecontext.cc:45
An ID allocator associates an id with a slice in an N number of arrays.
Definition idallocator.h:39
Implements the shader server used by Vulkan.
Definition cameramanager.h:21
Definition graphicscontext.h:133
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16
A 4x4 single point precision float matrix.
Definition mat4.h:49