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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Builds the per-frame Visibility result (every scene mesh, and which of them the camera sees). More...
#include <visibility_system.h>
Public Member Functions | |
| void | update (FrameContext &ctx) override |
| Execute this system for the current frame. | |
| Public Member Functions inherited from Vkm::Engine::System | |
| virtual bool | isReplayed () const |
| Whether this system may be re-run over a tick that already happened. | |
| virtual void | init (FrameContext &ctx) |
| Called once after all systems are registered, before the first update. | |
| virtual void | shutdown () |
| Called once on engine shutdown. | |
| virtual void | fixedUpdate (FrameContext &ctx) |
| Execute this system at the fixed simulation rate. | |
Builds the per-frame Visibility result (every scene mesh, and which of them the camera sees).
Runs after the Transform stage, whose world transforms it culls. Views through FrameContext::hostView when offered, else the active camera; culls every Mesh in parallel (frustum -> distance -> screen size) and publishes on FrameContext::visibility. Every drawable mesh is also gathered, seen or not, so off-screen occluders and offline captures survive frustum culling.
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overridevirtual |
Execute this system for the current frame.
| ctx | This frame's services and the products published so far. |
Reimplemented from Vkm::Engine::System.