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ViewPreparation.h
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1#pragma once
2#include <cstdint>
3#include <functional>
4#include <glm/mat4x4.hpp>
5#include <glm/vec3.hpp>
6#include "common/Export.h"
7#include "common/Result.h"
8namespace eve::graphics {
9class Graphics;
14using ViewPreparation = std::function<Result<void>(Graphics&, const glm::mat4&, const glm::vec3&)>;
23namespace detail {
30 const glm::mat4& viewProjection,
31 const glm::vec3& eye);
32} // namespace detail
33} // namespace eve::graphics
#define EVENGINE_API_BACKENDS
Definition Export.h:108
int detail
glm::vec3 eye
uint64_t token
Move-only, checked operation results for the common layer.
ViewPreparation callback
Move-only operation result carrying either a value or Status.
Definition Result.h:155
EVENGINE_API_BACKENDS Result< void > prepareViewResources(Graphics &graphics, const glm::mat4 &viewProjection, const glm::vec3 &eye)
Dispatch preparers before opening the destination; no callbacks means success. @thread Graphics threa...
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Definition Animation.h:25
std::function< Result< void >(Graphics &, const glm::mat4 &, const glm::vec3 &)> ViewPreparation
Prepare view-dependent resources before any forward target is opened. @thread Graphics thread only....
void removeViewPreparation(uint64_t token) noexcept
Remove a registration; missing/zero tokens are harmless. @thread Graphics thread outside dispatch....
Result< uint64_t > addViewPreparation(ViewPreparation callback)
Register a preparer for main and offscreen views; empty callbacks fail. @ownership Registry owns the ...