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enum | Debug : u8 {
DEBUG_RENDERERS = 1u << 0
, DEBUG_CIRCLE = 1u << 1
, DEBUG_BB = 1u << 2
, DEBUG_LIGHT = 1u << 3
,
DEBUG_DEPTH = 1u << 4
, DEBUG_ALL = (1u << 5) - 1
, DEBUG_RENDERERS = 1u << 0
, DEBUG_CIRCLE = 1u << 1
,
DEBUG_BB = 1u << 2
, DEBUG_LIGHT = 1u << 3
, DEBUG_DEPTH = 1u << 4
, DEBUG_ALL = (1u << 5) - 1
} |
| Enabled debugging features. More...
|
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enum | Debug : u8 {
DEBUG_RENDERERS = 1u << 0
, DEBUG_CIRCLE = 1u << 1
, DEBUG_BB = 1u << 2
, DEBUG_LIGHT = 1u << 3
,
DEBUG_DEPTH = 1u << 4
, DEBUG_ALL = (1u << 5) - 1
, DEBUG_RENDERERS = 1u << 0
, DEBUG_CIRCLE = 1u << 1
,
DEBUG_BB = 1u << 2
, DEBUG_LIGHT = 1u << 3
, DEBUG_DEPTH = 1u << 4
, DEBUG_ALL = (1u << 5) - 1
} |
| Enabled debugging features. More...
|
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void | init (Textures *t, const Fonts *f, const Textbox *tb, const Grid *g, const Colliders *c, const Lighting *l, const Map *map) |
| Partially initializes this system.
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auto | debug (void) const |
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bool | perspective (void) const |
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bool | zsprites (void) const |
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auto | max_sprites (void) const |
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auto | max_screen_sprites (void) const |
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auto | max_translucent (void) const |
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auto | max_cubes (void) const |
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auto | max_voxels (void) const |
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std::size_t | n (void) const |
| Total number of active renderers.
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std::size_t | n_sprites (void) const |
| Number of active sprite renderers.
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std::size_t | n_screen_sprites (void) const |
| Number of active screen sprite renderers.
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std::size_t | n_translucent (void) const |
| Number of active translucent sprite renderers.
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std::size_t | n_cubes (void) const |
| Number of active cube renderers.
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std::size_t | n_voxels (void) const |
| Number of active voxel renderers.
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bool | selected (const Renderer *p) const |
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void | set_debug (Debug d) |
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void | set_perspective (bool p) |
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void | set_zsprites (bool z) |
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bool | set_max_sprites (std::size_t n) |
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bool | set_max_screen_sprites (std::size_t n) |
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bool | set_max_translucent (std::size_t n) |
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bool | set_max_cubes (std::size_t n) |
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bool | set_max_voxels (std::size_t n) |
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bool | set_max_text (std::size_t n) |
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bool | set_max_colliders (std::size_t n) |
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bool | set_graphics (Graphics *g) |
| Associates this system with a graphics back end.
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Renderer * | load (nngn::lua::table_view t) |
| Adds a new renderer object according to a description in a Lua table.
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void | remove (Renderer *p) |
| Removes a renderer.
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void | add_selection (const Renderer *p) |
| Processes changed renderers/configuration and updates graphics.
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void | remove_selection (const Renderer *p) |
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bool | update (void) |
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void | init (Textures *t, const Fonts *f, const Textbox *tb, const Grid *g, const Colliders *c, const Lighting *l, const Map *map) |
| Partially initializes this system.
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auto | debug (void) const |
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bool | perspective (void) const |
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bool | zsprites (void) const |
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auto | max_sprites (void) const |
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auto | max_screen_sprites (void) const |
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auto | max_translucent (void) const |
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auto | max_cubes (void) const |
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auto | max_voxels (void) const |
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std::size_t | n (void) const |
| Total number of active renderers.
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std::size_t | n_sprites (void) const |
| Number of active sprite renderers.
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std::size_t | n_screen_sprites (void) const |
| Number of active screen sprite renderers.
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std::size_t | n_translucent (void) const |
| Number of active translucent sprite renderers.
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std::size_t | n_cubes (void) const |
| Number of active cube renderers.
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std::size_t | n_voxels (void) const |
| Number of active voxel renderers.
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bool | selected (const Renderer *p) const |
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void | set_debug (Debug d) |
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void | set_perspective (bool p) |
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void | set_zsprites (bool z) |
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bool | set_max_sprites (std::size_t n) |
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bool | set_max_screen_sprites (std::size_t n) |
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bool | set_max_translucent (std::size_t n) |
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bool | set_max_cubes (std::size_t n) |
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bool | set_max_voxels (std::size_t n) |
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bool | set_max_text (std::size_t n) |
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bool | set_max_colliders (std::size_t n) |
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bool | set_graphics (Graphics *g) |
| Associates this system with a graphics back end.
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Renderer * | load (nngn::lua::table_view t) |
| Adds a new renderer object according to a description in a Lua table.
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void | remove (Renderer *p) |
| Removes a renderer.
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void | add_selection (const Renderer *p) |
| Processes changed renderers/configuration and updates graphics.
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void | remove_selection (const Renderer *p) |
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bool | update (void) |
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enum | Flag : u16 {
SPRITES_UPDATED = 1u << 0
, SCREEN_SPRITES_UPDATED = 1u << 1
, TRANSLUCENT_UPDATED = 1u << 2
, CUBES_UPDATED = 1u << 3
,
VOXELS_UPDATED = 1u << 4
, DEBUG_UPDATED = 1u << 5
, SELECTION_UPDATED = 1u << 6
, PERSPECTIVE = 1u << 7
,
ZSPRITES = 1u << 8
, SPRITES_UPDATED = 1u << 0
, SCREEN_SPRITES_UPDATED = 1u << 1
, TRANSLUCENT_UPDATED = 1u << 2
,
CUBES_UPDATED = 1u << 3
, VOXELS_UPDATED = 1u << 4
, MODELS_UPDATED = 1u << 5
, DEBUG_UPDATED = 1u << 5
,
SELECTION_UPDATED = 1u << 6
, PERSPECTIVE = 1u << 7
, ZSPRITES = 1u << 8
} |
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enum | Flag : u16 {
SPRITES_UPDATED = 1u << 0
, SCREEN_SPRITES_UPDATED = 1u << 1
, TRANSLUCENT_UPDATED = 1u << 2
, CUBES_UPDATED = 1u << 3
,
VOXELS_UPDATED = 1u << 4
, DEBUG_UPDATED = 1u << 5
, SELECTION_UPDATED = 1u << 6
, PERSPECTIVE = 1u << 7
,
ZSPRITES = 1u << 8
, SPRITES_UPDATED = 1u << 0
, SCREEN_SPRITES_UPDATED = 1u << 1
, TRANSLUCENT_UPDATED = 1u << 2
,
CUBES_UPDATED = 1u << 3
, VOXELS_UPDATED = 1u << 4
, MODELS_UPDATED = 1u << 5
, DEBUG_UPDATED = 1u << 5
,
SELECTION_UPDATED = 1u << 6
, PERSPECTIVE = 1u << 7
, ZSPRITES = 1u << 8
} |
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bool | update_renderers (bool sprites_updated, bool screen_sprites_updated, bool translucent_updated, bool cubes_updated, bool voxels_updated) |
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bool | update_debug (bool sprites_updated, bool screen_sprites_updated, bool cubes_updated, bool voxels_updated) |
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bool | update_renderers (bool sprites_updated, bool screen_sprites_updated, bool translucent_updated, bool models_updated, bool cubes_updated, bool voxels_updated) |
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bool | update_debug (bool sprites_updated, bool screen_sprites_updated, bool cubes_updated, bool voxels_updated) |
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Rendering subsystem.
Renders to the screen via the graphics subsystem. This system stores all renderers and rendering configuration. Renderers are added via the Lua interface and always have an associated entity. At every frame, changes are processed and new rendering data are sent to the graphics system to be displayed.
- See also
- Entity
-
Gen
-
Graphics