Graphics: Add RenderSystem and frame pipeline
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48
include/Nazara/Graphics/Components/CameraComponent.hpp
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48
include/Nazara/Graphics/Components/CameraComponent.hpp
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// Copyright (C) 2021 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_CAMERACOMPONENT_HPP
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#define NAZARA_CAMERACOMPONENT_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <memory>
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#include <vector>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API CameraComponent : public AbstractViewer
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{
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public:
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inline CameraComponent(const RenderTarget* renderTarget, ProjectionType projectionType = ProjectionType::Perspective);
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CameraComponent(const CameraComponent&) = default;
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CameraComponent(CameraComponent&&) = default;
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~CameraComponent() = default;
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const RenderTarget& GetRenderTarget() override;
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ViewerInstance& GetViewerInstance() override;
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const ViewerInstance& GetViewerInstance() const override;
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inline void UpdateTarget(const RenderTarget* framebuffer);
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inline void UpdateProjectionType(ProjectionType projectionType);
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CameraComponent& operator=(const CameraComponent&) = default;
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CameraComponent& operator=(CameraComponent&&) = default;
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private:
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inline void UpdateProjectionMatrix();
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const RenderTarget* m_renderTarget;
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ProjectionType m_projectionType;
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ViewerInstance m_viewerInstance;
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};
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}
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#include <Nazara/Graphics/Components/CameraComponent.inl>
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#endif
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