#include <WorldUiRenderer.h>
Definition at line 27 of file WorldUiRenderer.h.
◆ WorldUiRenderer() [1/2]
| Engine::Rendering::WorldUiRenderer::WorldUiRenderer |
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◆ ~WorldUiRenderer()
| Engine::Rendering::WorldUiRenderer::~WorldUiRenderer |
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◆ WorldUiRenderer() [2/2]
| Engine::Rendering::WorldUiRenderer::WorldUiRenderer |
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const WorldUiRenderer & | | ) |
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◆ cleanup()
◆ createTargetImages()
| void Engine::Rendering::WorldUiRenderer::createTargetImages |
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Target & | target | ) |
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◆ destroyTarget()
◆ ensureTarget()
◆ ensureWidgetTexture()
◆ init()
◆ operator=()
◆ pruneInactiveTargets()
◆ renderTarget()
| void Engine::Rendering::WorldUiRenderer::renderTarget |
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VkCommandBuffer | commandBuffer, |
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Target & | target, |
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uint32_t | frameIndex ) const |
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◆ renderWidgets()
| void Engine::Rendering::WorldUiRenderer::renderWidgets |
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VkCommandBuffer | commandBuffer, |
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uint32_t | frameIndex, |
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RenderProcess & | renderProcess, |
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Core::SceneManager * | sceneManager, |
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Core::AssetManager * | assetManager ) |
◆ transitionTargetsToColorAttachment()
| void Engine::Rendering::WorldUiRenderer::transitionTargetsToColorAttachment |
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VkCommandBuffer | commandBuffer, |
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uint32_t | frameIndex ) |
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◆ transitionTargetsToShaderRead()
| void Engine::Rendering::WorldUiRenderer::transitionTargetsToShaderRead |
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VkCommandBuffer | commandBuffer, |
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uint32_t | frameIndex ) |
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◆ context_
◆ descriptorPool_
| VkDescriptorPool Engine::Rendering::WorldUiRenderer::descriptorPool_ = VK_NULL_HANDLE |
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◆ format_
| VkFormat Engine::Rendering::WorldUiRenderer::format_ = VK_FORMAT_R8G8B8A8_UNORM |
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◆ framesInFlight_
| uint32_t Engine::Rendering::WorldUiRenderer::framesInFlight_ = 0 |
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◆ imguiContext_
| ImGuiContext* Engine::Rendering::WorldUiRenderer::imguiContext_ = nullptr |
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◆ initialized_
| bool Engine::Rendering::WorldUiRenderer::initialized_ = false |
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◆ sampler_
| VkSampler Engine::Rendering::WorldUiRenderer::sampler_ = VK_NULL_HANDLE |
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◆ targets_
The documentation for this class was generated from the following file: