The render system as the engine sees it, so it need not link to the implementation in the rendering package DLL.
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#include <deki/providers/IRenderSystem.h>
The render system as the engine sees it, so it need not link to the implementation in the rendering package DLL.
◆ ~IRenderSystem()
| virtual Deki::IRenderSystem::~IRenderSystem |
( |
| ) |
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|
virtualdefault |
◆ Setup()
| virtual bool Deki::IRenderSystem::Setup |
( |
int32_t | width, |
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int32_t | height, |
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|
ColorFormat | format ) |
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pure virtual |
◆ Render()
| virtual void Deki::IRenderSystem::Render |
( |
Scene * | currentScene | ) |
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pure virtual |
◆ GetFrameBuffer()
| virtual const uint8_t * Deki::IRenderSystem::GetFrameBuffer |
( |
| ) |
const |
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pure virtual |
◆ GetScreenWidth()
| virtual int32_t Deki::IRenderSystem::GetScreenWidth |
( |
| ) |
const |
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pure virtual |
◆ GetScreenHeight()
| virtual int32_t Deki::IRenderSystem::GetScreenHeight |
( |
| ) |
const |
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pure virtual |
◆ GetColorFormat()
| virtual ColorFormat Deki::IRenderSystem::GetColorFormat |
( |
| ) |
const |
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pure virtual |
◆ SetRenderer()
| virtual void Deki::IRenderSystem::SetRenderer |
( |
DekiRendering::DekiRenderer * | renderer | ) |
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|
pure virtual |
◆ GetRenderer()
| virtual DekiRendering::DekiRenderer * Deki::IRenderSystem::GetRenderer |
( |
| ) |
const |
|
pure virtual |
◆ RenderToBuffer()
| virtual void Deki::IRenderSystem::RenderToBuffer |
( |
Scene * | scene, |
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ICamera * | camera, |
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uint8_t * | buffer, |
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int32_t | width, |
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int32_t | height, |
|
|
ColorFormat | format ) |
|
pure virtual |
Renders scene through camera into a caller's buffer (edit mode).
◆ MarkAllDirty()
| virtual void Deki::IRenderSystem::MarkAllDirty |
( |
| ) |
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inlinevirtual |
Makes the next present cover the whole framebuffer.
Call it after pixels change that the renderer did not draw: a display swap, an overlay shown or hidden, a direct write to the framebuffer.
◆ GetPresentRects()
| virtual const Rect * Deki::IRenderSystem::GetPresentRects |
( |
int32_t * | count | ) |
const |
|
inlinevirtual |
The rectangles the last Render() changed, which Engine::PresentFrame passes to IDisplay::PresentRegions when the display supports partial presents.
*count -1 means present everything (tracking off, or the frame is unknown); 0 means nothing changed; above 0 it is the number of rectangles, valid until the next Render(). The default reports -1.
The documentation for this class was generated from the following file: