Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Vyroda::RenderManager Class Referenceexport
Inheritance diagram for Vyroda::RenderManager:
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Public Member Functions

 RenderManager (Window *window)
void cleanUp ()
void forceRefresh ()
std::uint32_t getAppHeight ()
std::uint32_t getAppWidth ()
AudioManager & getAudioManager ()
Camera & getCamera () const
ComponentManager & getComponentManager ()
DestroyManager & getDestroyManager ()
EntityManager & getEntityManager ()
LightManager & getLightManager ()
Renderer & getRenderer ()
ShaderManager & getShaderManager ()
FontManager & getFontManager ()
TextureManager & getTextureManager ()
Window & getWindow ()
void init ()
bool isLoaded ()
void renderScene (double const delta_time)
void setIsLoaded (bool loaded=true)
void addText (FontManager::Text &text)
void updateText (IDType const entity_id, std::string const &text)
void updateTextColor (IDType const entity_id, glm::vec3 const &color)
void setElapsedTime (double const elapsed_time)
double getElapsedTime () const
Buffer getLightBuffer ()
RendererContext & getRendererContext (glm::mat4 const &camera_view=glm::mat4(1.0f))
void updateRendererContext (glm::mat4 const &camera_view)

Constructor & Destructor Documentation

◆ RenderManager()

Vyroda::RenderManager::RenderManager ( Window * window)

Create a RenderManager

Parameters
Windowwindow
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Member Function Documentation

◆ addText()

void Vyroda::RenderManager::addText ( FontManager::Text & text)

Add text

Parameters
FontManager::Text&text
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◆ cleanUp()

void Vyroda::RenderManager::cleanUp ( )

Clean up

◆ forceRefresh()

void Vyroda::RenderManager::forceRefresh ( )
inline

Force a refresh

◆ getAppHeight()

std::uint32_t Vyroda::RenderManager::getAppHeight ( )
inline

Get application height

Returns
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◆ getAppWidth()

std::uint32_t Vyroda::RenderManager::getAppWidth ( )
inline

Get application width

Returns
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◆ getAudioManager()

AudioManager & Vyroda::RenderManager::getAudioManager ( )
inline

Get AudioManager

Returns
Audiomanager&

◆ getCamera()

Camera & Vyroda::RenderManager::getCamera ( ) const
inline

Get current camera

Returns
Camera&
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◆ getComponentManager()

ComponentManager & Vyroda::RenderManager::getComponentManager ( )
inline

Get ComponentManager

Returns
Componentmanager&

◆ getDestroyManager()

DestroyManager & Vyroda::RenderManager::getDestroyManager ( )
inline

Get Destroymanager

Returns
Destroymanager&

◆ getElapsedTime()

double Vyroda::RenderManager::getElapsedTime ( ) const
inline

Get elapsed time

Returns
double

◆ getEntityManager()

EntityManager & Vyroda::RenderManager::getEntityManager ( )
inline

Get EntityManager

Returns
Entitymanager&

◆ getFontManager()

FontManager & Vyroda::RenderManager::getFontManager ( )
inline

Get FontManager

Returns
FontManager&

◆ getLightBuffer()

Buffer Vyroda::RenderManager::getLightBuffer ( )

Get LightBuffer

Returns
Buffer
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◆ getLightManager()

LightManager & Vyroda::RenderManager::getLightManager ( )
inline

◆ getRenderer()

Renderer & Vyroda::RenderManager::getRenderer ( )
inline

Get Renderer

Returns
Renderer&
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◆ getRendererContext()

RendererContext & Vyroda::RenderManager::getRendererContext ( glm::mat4 const & camera_view = glm::mat4(1.0f))

Get Renderer Context

Parameters
glm::mat4camera_view
Returns
RenderContext&
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◆ getShaderManager()

ShaderManager & Vyroda::RenderManager::getShaderManager ( )
inline

◆ getTextureManager()

TextureManager & Vyroda::RenderManager::getTextureManager ( )
inline

◆ getWindow()

Window & Vyroda::RenderManager::getWindow ( )

Get Window

Returns
Window&
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◆ init()

void Vyroda::RenderManager::init ( )

Init the RenderManager Load the configuration, audio, input and load current level

Todo
does too much ?
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◆ isLoaded()

bool Vyroda::RenderManager::isLoaded ( )
inline

Get if the level is loaded

Returns
bool

◆ renderScene()

void Vyroda::RenderManager::renderScene ( double const delta_time)

Render the scene

Parameters
doubledelta_time
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◆ setElapsedTime()

void Vyroda::RenderManager::setElapsedTime ( double const elapsed_time)
inline

Set elapsed time

Parameters
doubleelapsed_time

◆ setIsLoaded()

void Vyroda::RenderManager::setIsLoaded ( bool loaded = true)
inline

Set the is loaded flag

Parameters
boolloaded

◆ updateRendererContext()

void Vyroda::RenderManager::updateRendererContext ( glm::mat4 const & camera_view)

Update renderer context

Parameters
glm::mat4camera_view
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◆ updateText()

void Vyroda::RenderManager::updateText ( IDType const entity_id,
std::string const & text )

Update a text

Parameters
IDTypeentity_id
std::stringtext
Todo
move ?
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◆ updateTextColor()

void Vyroda::RenderManager::updateTextColor ( IDType const entity_id,
glm::vec3 const & color )

Update text color

Parameters
IDTypeentity_id
glm::vec3color
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The documentation for this class was generated from the following files: