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Pyrogenesis, a RTS Engine
CGameViewImpl Class Reference
Collaboration diagram for CGameViewImpl:

Public Member Functions

 CGameViewImpl (Renderer::Backend::IDevice *device, CGame *game)
 

Public Attributes

CGameGame
 
CColladaManager ColladaManager
 
CMeshManager MeshManager
 
CSkeletonAnimManager SkeletonAnimManager
 
CObjectManager ObjectManager
 
CLOSTexture LOSTexture
 
CTerritoryTexture TerritoryTexture
 
CMiniMapTexture MiniMapTexture
 
CCamera ViewCamera
 this camera controls the eye position when rendering More...
 
CCamera CullCamera
 this camera controls the frustum that is used for culling and shadow calculations More...
 
bool LockCullCamera
 When true, the cull camera is locked in place. More...
 
bool Culling
 When true, culling is enabled so that only models that have a chance of being visible are sent to the renderer. More...
 
CCinemaManager CinemaManager
 
std::unique_ptr< ICameraControllerCameraController
 Controller of the view's camera. More...
 

Private Member Functions

 NONCOPYABLE (CGameViewImpl)
 

Constructor & Destructor Documentation

◆ CGameViewImpl()

CGameViewImpl::CGameViewImpl ( Renderer::Backend::IDevice device,
CGame game 
)
inline

Member Function Documentation

◆ NONCOPYABLE()

CGameViewImpl::NONCOPYABLE ( CGameViewImpl  )
private

Member Data Documentation

◆ CameraController

std::unique_ptr<ICameraController> CGameViewImpl::CameraController

Controller of the view's camera.

We use a std::unique_ptr for an easy on the fly replacement. It's guaranteed that the pointer is never nulllptr.

◆ CinemaManager

CCinemaManager CGameViewImpl::CinemaManager

◆ ColladaManager

CColladaManager CGameViewImpl::ColladaManager

◆ CullCamera

CCamera CGameViewImpl::CullCamera

this camera controls the frustum that is used for culling and shadow calculations

Note that all code that works with camera movements should only change m_ViewCamera. The render functions automatically sync the cull camera to the view camera depending on the value of m_LockCullCamera.

◆ Culling

bool CGameViewImpl::Culling

When true, culling is enabled so that only models that have a chance of being visible are sent to the renderer.

Otherwise, the entire world is sent to the renderer.

Exposed to JS as gameView.culling

◆ Game

CGame* CGameViewImpl::Game

◆ LockCullCamera

bool CGameViewImpl::LockCullCamera

When true, the cull camera is locked in place.

When false, the cull camera follows the view camera.

Exposed to JS as gameView.lockCullCamera

◆ LOSTexture

CLOSTexture CGameViewImpl::LOSTexture

◆ MeshManager

CMeshManager CGameViewImpl::MeshManager

◆ MiniMapTexture

CMiniMapTexture CGameViewImpl::MiniMapTexture

◆ ObjectManager

CObjectManager CGameViewImpl::ObjectManager

◆ SkeletonAnimManager

CSkeletonAnimManager CGameViewImpl::SkeletonAnimManager

◆ TerritoryTexture

CTerritoryTexture CGameViewImpl::TerritoryTexture

◆ ViewCamera

CCamera CGameViewImpl::ViewCamera

this camera controls the eye position when rendering


The documentation for this class was generated from the following file: