Abstract interface for the rendering system.
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#include <IDekiRenderSystem.h>
Abstract interface for the rendering system.
DekiEngine uses this interface to interact with the render system without linking to the concrete DekiRenderSystem implementation (which lives in the rendering package DLL).
◆ ~IDekiRenderSystem()
| virtual IDekiRenderSystem::~IDekiRenderSystem |
( |
| ) |
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virtualdefault |
◆ Setup()
| virtual bool IDekiRenderSystem::Setup |
( |
int32_t | width, |
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int32_t | height, |
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DekiColorFormat | format ) |
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pure virtual |
◆ Render()
| virtual void IDekiRenderSystem::Render |
( |
Scene * | current_scene | ) |
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pure virtual |
◆ GetFrameBuffer()
| virtual const uint8_t * IDekiRenderSystem::GetFrameBuffer |
( |
| ) |
const |
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pure virtual |
◆ GetScreenWidth()
| virtual int32_t IDekiRenderSystem::GetScreenWidth |
( |
| ) |
const |
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pure virtual |
◆ GetScreenHeight()
| virtual int32_t IDekiRenderSystem::GetScreenHeight |
( |
| ) |
const |
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pure virtual |
◆ GetColorFormat()
◆ SetRenderer()
| virtual void IDekiRenderSystem::SetRenderer |
( |
DekiRenderer * | renderer | ) |
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pure virtual |
◆ GetRenderer()
| virtual DekiRenderer * IDekiRenderSystem::GetRenderer |
( |
| ) |
const |
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pure virtual |
◆ RenderToBuffer()
| virtual void IDekiRenderSystem::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, |
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|
DekiColorFormat | format ) |
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pure virtual |
Render a scene to an external buffer (used by edit mode).
◆ MarkAllDirty()
| virtual void IDekiRenderSystem::MarkAllDirty |
( |
| ) |
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inlinevirtual |
Force the next present to cover the whole framebuffer.
For anything that changed pixels the renderer did not draw: a display swap, an overlay shown or hidden, a direct write to the framebuffer.
◆ GetPresentRects()
| virtual const DekiRect * IDekiRenderSystem::GetPresentRects |
( |
int32_t * | count | ) |
const |
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inlinevirtual |
The rectangles the last Render() left needing presentation.
DekiEngine::PresentFrame hands them to IDekiDisplay::PresentRegions when the display supports partial presents. *count == -1 means present everything (tracking off, or the frame is unknown); 0 means nothing changed; > 0 is the number of rectangles returned, valid until the next Render(). The default render system reports -1.
The documentation for this class was generated from the following file: