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Vulkan Schnee 0.0.1
High-performance rendering engine
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#include "RenderData.h"#include "VulkanStagedBuffer.h"#include <array>#include <Engine/Texture/Texture.h>#include <Engine/Component/CameraComponent.h>#include <glm/mat4x4.hpp>#include <memory>#include <optional>#include <vector>Go to the source code of this file.
Classes | |
| class | EngineCore::RenderProcess |
| The render process class consolidates all the resources that needs to be duplicated for each frame that can be rendered to in parallel. The renderer owns a render process for each frame that can be processed at the same time, and each render process holds their own uniform buffer, command buffer, semaphores and memory fence. With this duplication, the application can be sure that one frame does not modify a resource that is still in use by another simultaneous frame. More... | |
| struct | EngineCore::RenderProcess::ViewMatrixUniformData |
| This struct holds the data for the view projection matrix which will be passed to every rendered object. More... | |
| struct | EngineCore::RenderProcess::StaticFragmentUniformData |
| Stores the time for time based shader effects. More... | |
| struct | EngineCore::RenderProcess::TextureWriteContainer |
| struct | EngineCore::RenderProcess::HiZPyramid |
Namespaces | |
| namespace | EngineCore |
| Log category system implementation. | |