Engine²
Open-source game engine written in C++.
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DefaultPipeline::System Namespace Reference

Functions

void OnCameraCreation (Engine::Core &core, Engine::EntityId entityId)
void OnCameraDestruction (Engine::Core &core, Engine::EntityId entityId)
void OnDirectionalLightCreation (Engine::Core &core, Engine::EntityId entityId)
void OnDirectionalLightDestruction (Engine::Core &core, Engine::EntityId entityId)
void OnMaterialCreation (Engine::Core &core, Engine::EntityId entityId)
void OnMaterialDestruction (Engine::Core &core, Engine::EntityId entityId)
void OnMeshCreation (Engine::Core &core, Engine::EntityId entityId)
void OnMeshDestruction (Engine::Core &core, Engine::EntityId entityId)
void OnTransformCreation (Engine::Core &core, Engine::EntityId entityId)
void OnTransformDestruction (Engine::Core &core, Engine::EntityId entityId)
void Create3DGraph (Engine::Core &core)
void CreateAmbientLight (Engine::Core &core)
void CreateDefaultMaterial (Engine::Core &core)
void CreateDirectionalLights (Engine::Core &core)
static void CreateDirectionalLightsShadowTextures (Engine::Core &core)
void CreateLights (Engine::Core &core)
void CreatePointLights (Engine::Core &core)
void UpdateAmbientLight (Engine::Core &core)
void UpdateDirectionalLights (Engine::Core &core)
void UpdateGPUCameras (Engine::Core &core)
void UpdateGPUDirectionalLight (Engine::Core &core)
void UpdateGPUMaterials (Engine::Core &core)
void UpdateGPUMeshes (Engine::Core &core)
 Updates GPU mesh buffers for dynamic meshes (soft bodies, etc.).
void UpdateGPUTransforms (Engine::Core &core)
void UpdatePointLights (Engine::Core &core)

Function Documentation

◆ Create3DGraph()

void DefaultPipeline::System::Create3DGraph ( Engine::Core & core)

◆ CreateAmbientLight()

void DefaultPipeline::System::CreateAmbientLight ( Engine::Core & core)

◆ CreateDefaultMaterial()

void DefaultPipeline::System::CreateDefaultMaterial ( Engine::Core & core)

◆ CreateDirectionalLights()

void DefaultPipeline::System::CreateDirectionalLights ( Engine::Core & core)

◆ CreateDirectionalLightsShadowTextures()

void DefaultPipeline::System::CreateDirectionalLightsShadowTextures ( Engine::Core & core)
static

◆ CreateLights()

void DefaultPipeline::System::CreateLights ( Engine::Core & core)

◆ CreatePointLights()

void DefaultPipeline::System::CreatePointLights ( Engine::Core & core)

◆ OnCameraCreation()

void DefaultPipeline::System::OnCameraCreation ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnCameraDestruction()

void DefaultPipeline::System::OnCameraDestruction ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnDirectionalLightCreation()

void DefaultPipeline::System::OnDirectionalLightCreation ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnDirectionalLightDestruction()

void DefaultPipeline::System::OnDirectionalLightDestruction ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnMaterialCreation()

void DefaultPipeline::System::OnMaterialCreation ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnMaterialDestruction()

void DefaultPipeline::System::OnMaterialDestruction ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnMeshCreation()

void DefaultPipeline::System::OnMeshCreation ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnMeshDestruction()

void DefaultPipeline::System::OnMeshDestruction ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnTransformCreation()

void DefaultPipeline::System::OnTransformCreation ( Engine::Core & core,
Engine::EntityId entityId )

◆ OnTransformDestruction()

void DefaultPipeline::System::OnTransformDestruction ( Engine::Core & core,
Engine::EntityId entityId )

◆ UpdateAmbientLight()

void DefaultPipeline::System::UpdateAmbientLight ( Engine::Core & core)

◆ UpdateDirectionalLights()

void DefaultPipeline::System::UpdateDirectionalLights ( Engine::Core & core)

◆ UpdateGPUCameras()

void DefaultPipeline::System::UpdateGPUCameras ( Engine::Core & core)

◆ UpdateGPUDirectionalLight()

void DefaultPipeline::System::UpdateGPUDirectionalLight ( Engine::Core & core)

◆ UpdateGPUMaterials()

void DefaultPipeline::System::UpdateGPUMaterials ( Engine::Core & core)

◆ UpdateGPUMeshes()

void DefaultPipeline::System::UpdateGPUMeshes ( Engine::Core & core)

Updates GPU mesh buffers for dynamic meshes (soft bodies, etc.).

This system updates the vertex data in GPU buffers when the mesh vertices change during simulation (e.g., soft body physics).

◆ UpdateGPUTransforms()

void DefaultPipeline::System::UpdateGPUTransforms ( Engine::Core & core)

◆ UpdatePointLights()

void DefaultPipeline::System::UpdatePointLights ( Engine::Core & core)