|
Vulkan Schnee 0.0.1
High-performance rendering engine
|
#include <array>#include <cstddef>#include <glm/mat4x4.hpp>#include <vector>#include "GpuDataLayouts.hpp"Go to the source code of this file.
Classes | |
| struct | Engine::Rendering::CpuPrimitiveData |
| CPU-side primitive data. More... | |
| struct | Engine::Rendering::CpuMeshData |
| CPU-side mesh data with per-object transform and primitives. More... | |
| struct | Engine::Rendering::PerObjectPrimitiveData |
| CPU-side per-object meshlet, vertex, and index data. More... | |
| struct | Engine::Rendering::MeshGeometryMapping |
| CPU-side mapping from MeshAsset to shared geometry buffer. More... | |
| struct | Engine::Rendering::FrustumPlanes |
| Frustum planes for compute shader culling. More... | |
| struct | Engine::Rendering::GpuBuffers::Dispatch |
| Compute dispatch dimensions. More... | |
| struct | Engine::Rendering::GpuBuffers::GpuMeshDescription |
| GPU-side mesh location and meshlet count. More... | |
| struct | Engine::Rendering::GpuBuffers::UnifiedMeshlet |
| GPU-side meshlet memory location and counts. More... | |
| struct | Engine::Rendering::GpuBuffers::MeshletBounds |
| Used in meshlet culling. More... | |
| struct | Engine::Rendering::GpuBuffers::MeshPrimitiveRenderData |
| Per-primitive render data for GPU shader access. More... | |
| struct | Engine::Rendering::GpuBuffers::ObjectCullingData |
| Object culling data for compute shader. More... | |
| struct | Engine::Rendering::GpuBuffers::LocalBoundsData |
| Local-space bounding sphere data for GPU transformation. More... | |
| struct | Engine::Rendering::GpuBuffers::PrimitiveMeshletData |
| Per-primitive meshlet range for culling shader. More... | |
| struct | Engine::Rendering::GpuBuffers::MeshUnpackingData |
| Mesh unpacking metadata for compute shader. More... | |
| struct | Engine::Rendering::GpuBuffers::VisibleMeshletInfo |
| Visible meshlet result from culling operation. More... | |
| struct | Engine::Rendering::GpuBuffers::VisibleMeshletRange |
| Visible meshlet range per object for dispatch. More... | |
| struct | Engine::Rendering::GpuBuffers::ObjectCullingCounters |
| Culling operation counters for GPU buffers. More... | |
| struct | Engine::Rendering::GpuBuffers::MeshGeometryData |
| Shared geometry metadata for instanced rendering with LOD support. More... | |
| struct | Engine::Rendering::GpuBuffers::InstanceData |
| Per-instance data referencing shared geometry. More... | |
| struct | Engine::Rendering::GpuBuffers::InstanceCullingData |
| Instance culling data for compute shader. More... | |
| struct | Engine::Rendering::GpuBuffers::SingleMeshletGeometryData |
| GPU data for single-meshlet vertex-shader path. More... | |
| struct | Engine::Rendering::GpuBuffers::DiffuseFlatColorMaterial |
| GPU-side flat color material. More... | |
| struct | Engine::Rendering::GpuBuffers::DiffuseShaderMaterial |
| GPU-side diffuse textured material. More... | |
| struct | Engine::Rendering::GpuBuffers::PbrMaterial |
| GPU-side PBR material with spherical harmonics. More... | |
| struct | Engine::Rendering::GpuBuffers::NormalsMaterial |
| GPU-side normals debug material. More... | |
| struct | Engine::Rendering::GpuBuffers::SHProbeData |
| Spherical harmonics probe data for dynamic lighting. More... | |
| struct | Engine::Rendering::GpuBuffers::DynamicPointLight |
| GPU-side dynamic point light. positionRadius.xyz = world position, w = influence radius. colorIntensity.rgb = light color, w = intensity. More... | |
| struct | Engine::Rendering::GpuBuffers::DynamicPointLightBuffer |
| Fixed-size dynamic point light buffer for shaders. More... | |
| struct | Engine::Rendering::GpuBuffers::SunLightBuffer |
| GPU-side single directional sun light. directionEnabled.xyz = direction the light travels in world space, w = enabled. colorIntensity.rgb = light color, w = intensity. More... | |
| struct | Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer |
| GPU-side cascaded shadow data for the active directional sun. More... | |
| struct | Engine::Rendering::GpuBuffers::ClusterLodData |
| Per-cluster LOD data for GPU-driven LOD selection. More... | |
| struct | Engine::Rendering::GpuBuffers::ClusterGroupData |
| Per-group LOD data representing simplified child clusters. More... | |
| struct | Engine::Rendering::GpuBuffers::LodConfigUBO |
| LOD configuration UBO for GPU shader selection. More... | |
| struct | Engine::Rendering::GpuBuffers::ClusterSurvivor |
| Cluster survivor data passed from culling to binning shaders. More... | |
| struct | Engine::Rendering::GpuBuffers::VisibleLodPrimitive |
| Visible LOD primitive data for parallel cluster selection. More... | |
Namespaces | |
| namespace | Engine |
| namespace | Engine::Rendering |
| namespace | Engine::Rendering::GpuBuffers |
Variables | |
| constexpr uint32_t | Engine::Rendering::GpuBuffers::MAX_DYNAMIC_POINT_LIGHTS = 64 |
| constexpr uint32_t | Engine::Rendering::GpuBuffers::MAX_SUN_SHADOW_CASCADES = 4u |