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lightprobecontext.h
Go to the documentation of this file.
1
#pragma once
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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#include "
graphics/graphicscontext.h
"
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namespace
Graphics
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{
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class
LightProbeContext
:
public
GraphicsContext
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{
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__DeclareContext
();
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public
:
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LightProbeContext
();
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virtual
~LightProbeContext
();
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static
const
Math::mat4
&
GetTransform
(
const
Graphics::GraphicsEntityId
id
);
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private
:
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typedef
Ids::IdAllocator
<
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Math::mat4
,
// projection
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Math::mat4
// view-transform
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>
LightProbeAllocator
;
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static
LightProbeAllocator
lightProbeAllocator
;
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static
ContextEntityId
Alloc
();
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static
void
Dealloc
(
ContextEntityId
id
);
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};
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}
// namespace Graphics
Graphics::GraphicsContext::GraphicsContext
GraphicsContext()
constructor
Definition
graphicscontext.cc:14
Graphics::LightProbeContext::Dealloc
static void Dealloc(ContextEntityId id)
deallocate a slice
Definition
lightprobecontext.cc:54
Graphics::LightProbeContext::LightProbeContext
LightProbeContext()
constructor
Definition
lightprobecontext.cc:18
Graphics::LightProbeContext::~LightProbeContext
virtual ~LightProbeContext()
destructor
Definition
lightprobecontext.cc:26
Graphics::LightProbeContext::LightProbeAllocator
Ids::IdAllocator< Math::mat4, Math::mat4 > LightProbeAllocator
Definition
lightprobecontext.h:32
Graphics::LightProbeContext::lightProbeAllocator
static LightProbeAllocator lightProbeAllocator
Definition
lightprobecontext.h:33
Graphics::LightProbeContext::GetTransform
static const Math::mat4 & GetTransform(const Graphics::GraphicsEntityId id)
get transform
Definition
lightprobecontext.cc:35
Graphics::LightProbeContext::Alloc
static ContextEntityId Alloc()
allocate a new slice for this context
Definition
lightprobecontext.cc:45
Graphics::LightProbeContext::__DeclareContext
__DeclareContext()
Ids::IdAllocator
An ID allocator associates an id with a slice in an N number of arrays.
Definition
idallocator.h:39
graphicscontext.h
Graphics
Implements the shader server used by Vulkan.
Definition
cameramanager.h:22
Graphics::ContextEntityId
Definition
graphicscontext.h:143
Graphics::GraphicsEntityId
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition
graphicsentity.h:16
Math::mat4
A 4x4 single point precision float matrix.
Definition
mat4.h:49
code
render
lighting
lightprobecontext.h
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for Nebula. Dark theme by
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. All rights reserved.