Files
WickedEngine/WickedEngine/RenderPath.h
T
Turánszki János c6f3611439 Event system (#133)
* event system

* more refactor

* fixes

* fixes

* fixes, documentation update
2020-07-04 13:22:11 +01:00

33 lines
1019 B
C++

#pragma once
#include "CommonInclude.h"
#include "wiGraphicsDevice.h"
class RenderPath
{
private:
uint32_t layerMask = 0xFFFFFFFF;
public:
// load resources in background (for example behind loading screen)
virtual void Load() {}
// called when RenderPath gets activated
virtual void Start() {}
// called when RenderPath gets deactivated (for example when switching to an other RenderPath)
virtual void Stop() {}
// update with fixed frequency
virtual void FixedUpdate() {}
// update once per frame
// dt : elapsed time since last call in seconds
virtual void Update(float dt) {}
// Render to layers, rendertargets, etc
// This will be rendered offscreen
virtual void Render() const {}
// Compose the rendered layers (for example blend the layers together as Images)
// This will be rendered to the backbuffer
virtual void Compose(wiGraphics::CommandList cmd) const {}
inline uint32_t getLayerMask() const { return layerMask; }
inline void setlayerMask(uint32_t value) { layerMask = value; }
};