Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
DebugRenderer.cpp File Reference
#include "precompiled.h"
#include "renderer/DebugRenderer.h"
#include "graphics/Camera.h"
#include "graphics/Color.h"
#include "graphics/ShaderManager.h"
#include "graphics/ShaderProgram.h"
#include "lib/hash.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Brush.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "ps/CStrInternStatic.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include <cmath>
Include dependency graph for DebugRenderer.cpp:

Macros

#define ADD(position)
 
#define ADD(position)
 
#define ADD(position)
 
#define ADD_FACE(x, y, z)
 
#define ADD_PT(u_, v_, x, y, z)
 
#define ADD_VERT(a)
 

Macro Definition Documentation

◆ ADD [1/3]

#define ADD (   position)
Value:
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);
#define X(id)
Definition: CStrIntern.cpp:110
@ Y
Definition: Decompose.h:22
@ Z
Definition: Decompose.h:22

◆ ADD [2/3]

#define ADD (   position)
Value:
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);

◆ ADD [3/3]

#define ADD (   position)
Value:
vertices.emplace_back((position).X); \
vertices.emplace_back((position).Y); \
vertices.emplace_back((position).Z);

◆ ADD_FACE

#define ADD_FACE (   x,
  y,
 
)
Value:
ADD_PT(0, 0, x, y, z); ADD_PT(1, 0, x, y, z); ADD_PT(1, 1, x, y, z); \
ADD_PT(1, 1, x, y, z); ADD_PT(0, 1, x, y, z); ADD_PT(0, 0, x, y, z);
#define ADD_PT(u_, v_, x, y, z)

◆ ADD_PT

#define ADD_PT (   u_,
  v_,
  x,
  y,
 
)
Value:
STMT(int u = u_; int v = v_; \
data.push_back(boundingBox[x].X); \
data.push_back(boundingBox[y].Y); \
data.push_back(boundingBox[z].Z); \
)
#define STMT(STMT_code__)
package code into a single statement.
Definition: code_generation.h:41

◆ ADD_VERT

#define ADD_VERT (   a)
Value:
STMT( \
data.push_back(brush.GetVertices()[faces[i][a]].X); \
data.push_back(brush.GetVertices()[faces[i][a]].Y); \
data.push_back(brush.GetVertices()[faces[i][a]].Z); \
)