Photon Engine
2.0.0-beta
A physically based renderer.
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GEmpty.h
Go to the documentation of this file.
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#pragma once
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#include "
Actor/Geometry/Geometry.h
"
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#include <vector>
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#include <memory>
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namespace
ph
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{
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class
GEmpty
:
public
Geometry
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{
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public
:
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GEmpty
() =
default
;
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void
storeCooked
(
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CookedGeometry
& out_geometry,
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const
CookingContext
& ctx)
const override
;
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void
genPrimitive
(
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const
PrimitiveBuildingMaterial
& data,
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std::vector<std::unique_ptr<Primitive>>& out_primitives)
const override
;
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};
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}
// end namespace ph
Geometry.h
ph::CookedGeometry
Definition
CookedGeometry.h:13
ph::CookingContext
Information about the world being cooked.
Definition
CookingContext.h:24
ph::GEmpty
Definition
GEmpty.h:12
ph::GEmpty::GEmpty
GEmpty()=default
ph::GEmpty::storeCooked
void storeCooked(CookedGeometry &out_geometry, const CookingContext &ctx) const override
Store data suitable for rendering into out_geometry.
Definition
GEmpty.cpp:10
ph::GEmpty::genPrimitive
void genPrimitive(const PrimitiveBuildingMaterial &data, std::vector< std::unique_ptr< Primitive > > &out_primitives) const override
Definition
GEmpty.cpp:18
ph::Geometry
Definition
Geometry.h:21
ph::PrimitiveBuildingMaterial
Definition
PrimitiveBuildingMaterial.h:11
ph
The root for all renderer implementations.
Definition
EEngineProject.h:6
Source
Actor
Geometry
GEmpty.h
Generated by
1.11.0