- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
47 lines
2 KiB
C++
47 lines
2 KiB
C++
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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//
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// MetalFX/MTL4FXFrameInterpolator.hpp
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//
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// Copyright 2020-2025 Apple Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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#pragma once
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//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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#include "MTLFXDefines.hpp"
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#include "MTLFXPrivate.hpp"
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#include "MTLFXFrameInterpolator.hpp"
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#include "../Metal/Metal.hpp"
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//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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namespace MTL4FX
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{
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class FrameInterpolator : public NS::Referencing<FrameInterpolator, MTLFX::FrameInterpolatorBase>
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{
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public:
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void encodeToCommandBuffer(MTL4::CommandBuffer* commandBuffer);
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};
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}
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//-------------------------------------------------------------------------------------------------------------------------------------------------------------
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_MTLFX_INLINE void MTL4FX::FrameInterpolator::encodeToCommandBuffer(MTL4::CommandBuffer* commandBuffer)
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{
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return NS::Object::sendMessage< void >( this, _MTLFX_PRIVATE_SEL( encodeToCommandBuffer_ ), commandBuffer );
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}
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