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Vulkan Schnee 0.0.1
High-performance rendering engine
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| CInput::ActionProfileBase | The base profile for controller support of any device |
| CInput::ActionProfileBase::ActionProfiles | |
| CEngine::Ecs::ActiveCamera | Tag for the active camera in the scene |
| CEngine::Assets::Animation | Animation clip loaded from glTF animation data |
| CEngine::Animation::AnimationChannel | A single animation channel targeting one joint's transform property |
| CEngine::Animation::AnimationEvaluator | Evaluates animation keyframes at a given time |
| CEngine::Ecs::AnimationState | Animation playback state for an entity with a skeletal mesh |
| CEngine::Core::ApplicationContext | The application context is the core class which stores the basic openxr and vulkan objects |
| CEngine::Components::ArcadeGliderInput | |
| CEngine::Components::ArcadeGliderState | |
| CEngine::Components::ArcadeGliderStep | |
| CEngine::Components::ArcadeGliderTuning | Stores the config values for the glider. Can be used to change the flight behavior of the glider movement controller |
| CAsset::AssetBase | Base class for asset wrappers. The data is stored in the private member variable 'data' in form of entt components |
| CEngine::Ecs::AssetLoadingImage | |
| CEngine::Ecs::AssetLoadingStatus | Status information for asset loading pipeline |
| CAsset::AssetManager< Key, AssetClass > | A manager which is used to look up existing assets and their loading state |
| CEngine::Core::AssetManager | |
| CAsset::AssetManager< Asset::Path, Material > | |
| CAsset::AssetManager< Asset::Path, Mesh > | |
| CAsset::AssetManager< std::filesystem::path, Audio > | |
| CAsset::AssetManager< std::filesystem::path, Texture > | |
| CEngine::Ecs::AssetRequested | Is a tag for asset loading. When an asset has been requested for loading but isn't yet created this tag is applied to the entity which will possess the Ecs::StaticMeshData |
| CEngine::Ecs::AudioAssetPipeline | Async pipeline for loading audio assets (WAV, FLAC, MP3) |
| CEngine::Assets::AudioData | Decoded audio data ready for playback |
| CEngine::Core::AudioEngine | Owns the miniaudio engine and provides the playback API |
| CEngine::Assets::Loaders::AudioLoader | Loader for audio files using miniaudio's built-in decoders |
| CEngine::Ecs::AudioAssetPipeline::AudioLoadFuture | |
| CBidirectionalMap< T, U > | |
| CEngine::Ecs::BoneTransformsDirty | Tag component indicating bone transforms need GPU upload. Analogous to TransformDirty for world transforms |
| CBoneVertexData | Per-vertex bone influence data for skeletal mesh skinning |
| CInput::InputManager::BoolAction | |
| CInput::InputManager::BoolCallbackEntry | |
| CEngine::Ecs::BoundingSphere | A bounding sphere for an entity. Used for frustum culling |
| CVulkan::Buffer | RAII wrapper for Vulkan buffer and device memory |
| CBufferCopyObject | |
| CInput::InputManager::CallbackHandle | |
| CEngine::Ecs::CameraProperties | Camera properties for projection matrix calculation |
| CEngine::Rendering::GpuBuffers::ClusterGroupData | Per-group LOD data representing simplified child clusters |
| CEngine::Rendering::GpuBuffers::ClusterLodData | Per-cluster LOD data for GPU-driven LOD selection |
| CEngine::Rendering::GpuBuffers::ClusterSurvivor | Cluster survivor data passed from culling to binning shaders |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::CollisionProperties | Stores collision shape properties imported from Blender |
| CEngine::Ecs::CompletedMeshletGeneration | Complete result of meshlet generation for all primitives of a mesh. This is returned from the background meshlet generation task and queued for processing on the main thread at a safe point |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::CollisionProperties::CompoundChild | |
| CEngine::Ecs::ComputedBoneTransforms | Stores computed bone matrices for GPU upload |
| CEngine::Rendering::ComputePipeline | A wrapper for vulkan pipeline resources. In this case a typesafe compute pipeline |
| CEngine::Core::ConstexprPath< N > | |
| CEngine::Rendering::CpuMeshData | CPU-side mesh data with per-object transform and primitives |
| CEngine::Rendering::CpuPrimitiveData | CPU-side primitive data |
| CEngine::Assets::CubemapTexture | |
| CEngine::Assets::CubemapTextureData | |
| CEngine::Assets::CubemapTextureLoader | |
| CEngine::Rendering::ComputePipelineSpecializationData::Data | |
| CEngine::Rendering::DispatcherComputePipelineSpecializationData::Data | |
| CEngine::Rendering::MeshShaderSpecializationData::Data | |
| CDebugLabel | An RAII-style wrapper for Vulkan debug labels |
| CEngine::Components::VrGlider::DebugSnapshot | |
| CEngineCore::DefaultJsonGenerator | |
| CEngine::Core::DescriptorIndexAllocator | Use this class to manage a finite amount of memory. The idea is to have an array which stores objects and a vector which has pointers to said objects in the array. The array is sparsely populated using optionals |
| CEngine::Ecs::VRTrackingInput::DevicePose | |
| CEngine::Rendering::GpuBuffers::DiffuseFlatColorMaterial | GPU-side flat color material |
| CEngine::Rendering::GpuBuffers::DiffuseShaderMaterial | GPU-side diffuse textured material |
| CEngine::Ecs::DirectionalLightData | Runtime directional light data mirrored from Components::DirectionalLight. sceneNodeEntity points to the transform used to derive the light direction unless hasDirectionOverride is set |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::DirectionalLightProperties | |
| CEngine::Rendering::GpuBuffers::Dispatch | Compute dispatch dimensions |
| CEngine::Debug::Rendering::Draw | Static API for immediate-mode debug line drawing |
| CEngine::Rendering::DynamicMaterialUniformData | |
| CEngine::Rendering::GpuBuffers::DynamicPointLight | GPU-side dynamic point light. positionRadius.xyz = world position, w = influence radius. colorIntensity.rgb = light color, w = intensity |
| CEngine::Rendering::GpuBuffers::DynamicPointLightBuffer | Fixed-size dynamic point light buffer for shaders |
| Cstd::enable_shared_from_this | |
| CEngine::EngineKern | |
| CEngine::EngineManager | Singleton which stores a pointer to the engine object |
| CEngine::Assets::Textures::TextureHandleRegistry::Entry | Registry entry storing texture metadata |
| Cstd::exception | STL class |
| CEngine::Assets::Textures::ExrChannelInfo | Represents channel information from an EXR file header |
| CEngine::Assets::Textures::ExrHeader | Wrapper for EXR file header information with owned data |
| CEngine::Ecs::ExrHeaderData | |
| CEngine::Ecs::ExrHeaderFuture | |
| CEngine::Assets::Textures::ExrLoader | Loader for EXR (OpenEXR) image files |
| CEngine::Rendering::Headset::Eye | |
| CEngineCore::Factory | |
| CEngine::Core::ApplicationContext::QueueFamily::Family | |
| CInput::InputManager::FloatAction | |
| CInput::InputManager::FloatCallbackEntry | |
| CEngine::Rendering::FrustumPlanes | Frustum planes for compute shader culling |
| CEngine::GameModule | |
| CEngine::GliderConfig | Configuration parameters for the VR glider system (distances in meters, speeds in m/s, time in seconds) |
| CEngine::Assets::Loaders::GltfLoader::GltfBufferDataView | |
| CEngine::Assets::Loaders::GltfLoader | |
| CEngine::Assets::Loaders::GltfLoader::GltfMaterialData | Stores the material data which is relevant for our current set of shaders |
| CEngine::Assets::Loaders::GltfLoader::GltfMeshData | |
| CEngine::Assets::Loaders::GltfLoader::GltfMeshPrimitiveData | Stores intermediate data from loading the asset from disk. These are the vertices, indices and material data |
| CEngine::Ecs::GltfModelFuture | |
| CEngine::Entities::GltfSpawner | Utility class for spawning GLTF meshes into a scene |
| CEngine::Entities::detail::GltfSpawnNode | |
| CEngine::Entities::detail::GltfSpawnPlan | |
| CEngine::Assets::Loaders::GltfLoader::GltfTextureData | |
| CEngine::Assets::Loaders::GltfLoader::GltfVertexData | |
| CEngine::Rendering::GpuBuffers::GpuMeshDescription | GPU-side mesh location and meshlet count |
| CEngine::Rendering::GraphicsPipeline | |
| CEngine::Components::VrGlider::HandData | Hand position and orientation data relative to head |
| CInput::HandPoseInfo | |
| Cstd::hash< Asset::Path > | |
| Cstd::hash< EngineCore::TextureLoadData > | |
| CEngine::Rendering::Headset | |
| CEngine::Rendering::ImageBasedLightingResources | |
| CEngine::Rendering::Headset::ImageBuffer | |
| CEngine::Ecs::ImageData | |
| CInput::InputManager | |
| CEngine::Rendering::GpuBuffers::InstanceCullingData | Instance culling data for compute shader |
| CEngine::Rendering::GpuBuffers::InstanceData | Per-instance data referencing shared geometry |
| CEngine::Core::ITickable | This is the interface which is used to call a tick function on an object. Everything which should be able to tick has to implement this interface |
| CEngine::Assets::Joint | A single joint in a skeleton hierarchy |
| CEngine::Animation::AnimationEvaluator::JointPose | |
| CEngineCore::JsonHandler | |
| CEngine::Assets::Loaders::Ktx2Loader | Loader for KTX2 texture files (BC6H, BC7, etc.) |
| CEngine::Ecs::Ktx2LoadFuture | |
| CEngine::Assets::Textures::Ktx2TextureData | Stores all data loaded from a KTX2 file including mip chain |
| CEngine::Ecs::LightData | Tag for ECS entities that provide renderer light data |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::LightProperties::LightmapProperties | |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::LightProperties | Stores all properties related to lighting information |
| CEngine::Debug::Rendering::LineVertex | Vertex data for debug line rendering |
| CAsset::LoadResult< Key, AssetClass > | |
| CEngine::Rendering::GpuBuffers::LocalBoundsData | Local-space bounding sphere data for GPU transformation |
| CEngine::Rendering::GpuBuffers::LodConfigUBO | LOD configuration UBO for GPU shader selection |
| CEngine::Ecs::LodHierarchyResult | Result of LOD hierarchy generation for a mesh primitive. Contains per-cluster and per-group data for all LOD levels |
| CEngine::Components::Logic | Base class for all logic components that can be attached to an actor. Provides access to the scene, tick functionality, and lifecycle events |
| CEngine::Core::MaterialData | Unified material data structure containing all possible material properties |
| CEngine::Ecs::MaterialDiffuseFlatColor | |
| CEngine::Assets::Loaders::GltfLoader::MaterialExtensions | Stores all material extensions. So if another extension for some kind of specific material attribute is needed we can add it here |
| CEngine::Ecs::MaterialLoadingData | |
| CEngine::Ecs::MaterialNormals | |
| CEngine::Ecs::TransformOperators::MatrixTransformComponent | |
| CEngine::Ecs::Mesh | |
| CEngine::Ecs::MeshComponentRef | Reference to a MeshComponent for ECS-based iteration. Allows efficient querying of all mesh components without iterating all actors |
| CEngine::Rendering::Renderer::MeshConstants | A texture index push constant |
| CEngine::Rendering::GpuBuffers::MeshGeometryData | Shared geometry metadata for instanced rendering with LOD support |
| CEngine::Rendering::MeshGeometryMapping | CPU-side mapping from MeshAsset to shared geometry buffer |
| CEngine::Ecs::MeshIndex | The index of the mesh inside the scene. Used to query the mesh index of a scene |
| CEngine::Rendering::GpuBuffers::MeshletBounds | Used in meshlet culling |
| CEngine::Ecs::MeshletData | |
| CEngine::Ecs::MeshPrimitive | |
| CEngine::Ecs::MeshPrimitiveData | |
| CEngine::Rendering::GpuBuffers::MeshPrimitiveRenderData | Per-primitive render data for GPU shader access |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::MeshProperties | Stores the mesh information like if it is a static object and if it simulates physics |
| CEngine::Rendering::GpuBuffers::MeshUnpackingData | Mesh unpacking metadata for compute shader |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::metadata | |
| CEngine::Ecs::Model | |
| CEngine::Ecs::ModelAssetPipeline | The model asset pipeline loads a gltf scene and loads and loads the mesh and material data. The material data requests the textures it needs |
| CEngine::Ecs::ModelFuture | |
| CEngine::Ecs::ModelNode | |
| CEngine::Entities::NodeFactory | Factory class for creating SceneNodes with proper parent-child relationships. This ensures that nodes are always created with a valid parent |
| CEngine::Rendering::GpuBuffers::NormalsMaterial | GPU-side normals debug material |
| CEngine::Rendering::GpuBuffers::ObjectCullingCounters | Culling operation counters for GPU buffers |
| CEngine::Rendering::GpuBuffers::ObjectCullingData | Object culling data for compute shader |
| CEngine::OpenXrHelper | |
| CEngine::Ecs::PackedTriangle | GPU-ready packed triangle data (matches shader layout). Stores 3 x 8-bit local indices packed into a single uint32_t. Packing: [unused:8][i2:8][i1:8][i0:8] - bits 31-24, 23-16, 15-8, 7-0 This provides 4x bandwidth reduction vs unpacked format |
| CEngine::Core::PackedVertex | |
| CEngine::Ecs::Parent | Stores parent relationships |
| CAsset::Path | |
| CEngine::Core::Path | |
| CEngine::Core::PathHasher | |
| CEngine::Rendering::GpuBuffers::PbrMaterial | GPU-side PBR material with spherical harmonics |
| CVulkan::StagedBuffer::PendingDeletion | Old buffers waiting to be deleted after all frames complete |
| CEngine::Rendering::PerObjectPrimitiveData | CPU-side per-object meshlet, vertex, and index data |
| CEngine::Core::PhysicsEngine | The physics engine manages creating and destroying physics objects for the physics simulation |
| CEngine::Rendering::PipelineConfig | Static configuration for a graphics pipeline Defines which shaders to use for a given PipelineNames enum |
| CEngine::Ecs::PipelineGeometryData | Temporary holder for raw geometry data during pipeline execution This is used to pass data between pipeline stages |
| CEngine::Rendering::PipelineMaterialPayload | |
| CEngine::Rendering::PipelineSpecializationData | Base class which defines the interface for pipeline specialization data. This can be thread count. Max object count etc |
| CEngine::Core::AudioEngine::PlayingSound | |
| CEngine::Ecs::PointLightData | Runtime point light data mirrored from Components::PointLight. sceneNodeEntity points to the transform used as the light position |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::PointLightProperties | |
| CEngine::OpenXrHelper::posef | A glm based posef struct |
| CEngine::Ecs::PrimitiveData | |
| CEngine::Ecs::PrimitiveDataLoading | |
| CEngine::Rendering::GpuBuffers::PrimitiveMeshletData | Per-primitive meshlet range for culling shader |
| CEngine::Ecs::PrimitiveMeshletResult | Result of meshlet generation for a single primitive. Used to transfer data from background thread to main thread safely |
| CEngine::Ecs::PrimitiveMetaData | Metadata about a primitive being loaded from gltf file |
| CEngine::Core::ApplicationContext::QueueFamily | |
| CEngine::Ecs::RawMeshData | Raw mesh geometry data extracted from gltf file Contains unprocessed vertices and indices |
| CEngine::Physics::RaycastHit | |
| CAsset::Record< Key, AssetClass > | |
| CAsset::Ref< Key, AssetClass > | |
| CEngine::Core::AudioEngine::RegisteredAudio | |
| CEngineCore::Registrar< T > | |
| CEngine::Ecs::RegistryManager | Singleton which holds the entt registry |
| CEngine::Rendering::Renderer | The renderer is the main class for rendering. It owns all data which is used any time in any frame. For per frame data take a look at |
| CEngine::Ecs::RendererDirtyList | Global dirty entity collector for renderer transform uploads |
| CEngine::Rendering::RenderTarget | A render target which contains all resources to access the rendered image |
| CEngine::Physics::RigidBodyCreateInfo | Rigid body create info is used to create a rigid body. It delivers all informations like the initial transform where the simulation should start or the mass of the object |
| CEngine::Assets::RuntimeTexture | |
| CEngine::Core::SamplerCache | |
| CEngine::Entities::SceneGraph | Represents the entire scene as a graph (specifically, a tree) of SceneNode objects. It manages the hierarchy of nodes and provides access to the root of the scene |
| CEngine::Core::SceneManager | Manages game objects within a scene, handling registration, ID allocation, and GPU buffer synchronization for meshlet-to-object mappings |
| CEngine::Ecs::SceneNodeRef | A struct which allows the engine to find out which SceneNode needs to propagate a dirty flag down the hierarchy |
| CEngineCore::Serializable | |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeMaterialExtension::ShaderParameter | Represents a single shader parameter that can be either connected or a direct value |
| CEngine::Rendering::GpuBuffers::SHProbeData | Spherical harmonics probe data for dynamic lighting |
| CBidirectionalMap< T, U >::Side< SideKey, SideValue > | |
| CEngine::Ecs::SimulatesPhysics | Tag for EnTT which tags entities which should simulate physics |
| CEngine::Rendering::GpuBuffers::SingleMeshletGeometryData | GPU data for single-meshlet vertex-shader path |
| CEngine::Ecs::SkeletalMeshData | Skeletal mesh data component. Similar to StaticMeshData but references skin/animation |
| CEngine::Assets::Skin | Skeleton definition loaded from glTF skin data |
| CVulkan::StagedBuffer | |
| CVulkan::StagedBufferSyncObjects | |
| CEngine::Ecs::StaticMeshData | |
| CEngine::Ecs::StaticMeshes | |
| CEngine::Assets::Loaders::GltfLoader::StaticMeshExtensions | Parses all extensions and extracts recognized extensions |
| CEngine::Assets::Loaders::GltfLoader::StaticMeshSettings | |
| CEngine::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 |
| CEngine::Rendering::GpuBuffers::SunShadowCascadeBuffer | GPU-side cascaded shadow data for the active directional sun |
| CEngine::Rendering::SunShadowResources | |
| CEngine::Rendering::Renderer::TaskConstants | Used to tell the pipeline which objects are shaded with which shader |
| CEngine::Ecs::TextureAssetPipeline | Infrastructure to load images into the ecs |
| CEngine::Assets::TextureHandle | Type-erased texture handle for runtime storage |
| CEngine::Assets::Textures::TextureHandleRegistry | Central registry for texture handles, providing O(1) descriptor index lookup |
| CEngineCore::TextureLoadData | |
| CEngine::Core::TextureStorage | |
| CEngine::Ecs::Tick | Tag for everything which wants to receive tick events |
| CEngine::Rendering::Renderer::TonemapPushConstants | |
| CInput::TrackedHandPose | |
| CBS_tracy::tracy_thread_pool | |
| CEngine::Ecs::Transform | |
| CEngine::Ecs::TransformDepth | |
| CEngine::Ecs::TransformDirty | Tag for dirty transforms (used by scene graph synchronization) |
| CEngine::Ecs::TransformDirtyRenderer | Tag for transforms that need GPU upload |
| CEngine::Ecs::TransformOperators | |
| CEngine::Assets::TypedTextureHandle< Type > | Type-safe texture handle wrapper providing compile-time type safety |
| CEngine::Rendering::GpuBuffers::UnifiedMeshlet | GPU-side meshlet memory location and counts |
| CEngine::Ecs::UnpackedMeshletData | Pre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation |
| CInput::InputManager::Vec2Action | |
| CInput::InputManager::Vec2CallbackEntry | |
| CVertex | The fundamental building block of all meshes in this engine |
| CEngine::Rendering::GpuBuffers::VisibleLodPrimitive | Visible LOD primitive data for parallel cluster selection |
| CEngine::Rendering::GpuBuffers::VisibleMeshletInfo | Visible meshlet result from culling operation |
| CEngine::Rendering::GpuBuffers::VisibleMeshletRange | Visible meshlet range per object for dispatch |
| CEngine::Ecs::VRTrackingInput | VR tracking input populated from OpenXR each frame. Used by the IK system to drive skeletal animation from controller poses |
| CVulkanFunctions | |
| CVulkanHelper | Stores lots of different functions which shorten the amount of code which needs to be written for default vulkan operations |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension | The vulkan schnee extension for gltf files stores all data related to the engines core functionality |
| CEngine::Assets::Loaders::GltfLoader::VulkanSchneeMaterialExtension | Extracts all material data from the gltf file. All data during runtime will be read from an object of this type |
| CEngine::Rendering::Headset::WaitFrameResult | Result from waitForXrFrame indicating what the main loop should do |
| CEngine::World::WindField | This is the base class for a wind field. (An area in which a vector field pushes the player glider component) |
| CEngine::World::WindFieldConfig | Holds the parameters of a wind field which can be configured through imgui |
| CEngine::World::WindSample | A wind sample is the wind force at one point in the wind field |
| CEngine::Ecs::WorldTransform | |
| CInput::XrInputHandler | Handles OpenXR input actions and controller state |
| CInput::XrRig |