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Vulkan Schnee 0.0.1
High-performance rendering engine
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Data structs for the Entity Component System. More...
Namespaces | |
| namespace | AssetPipeline |
Classes | |
| struct | ActiveCamera |
| Tag for the active camera in the scene. More... | |
| struct | AssetLoadingImage |
| struct | AssetLoadingStatus |
| Status information for asset loading pipeline. More... | |
| struct | AssetRequested |
| Is a tag for asset loading. When an asset has been rquested for loading but isnt yet created this tag is applied to the entity which will possess the Ecs::StaticMeshData. More... | |
| struct | BoundingSphere |
| A bounding sphere for an entity. Used for frustum culling. More... | |
| struct | CameraProperties |
| Camera properties for projection matrix calculation. More... | |
| struct | 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. More... | |
| class | EntityNullError |
| struct | ExrHeaderData |
| struct | ExrHeaderFuture |
| struct | GltfModelFuture |
| struct | ImageData |
| struct | LightingProperties |
| struct | LocalTransform |
| struct | LodHierarchyResult |
| Result of LOD hierarchy generation for a mesh primitive. Contains per-cluster and per-group data for all LOD levels. More... | |
| struct | MaterialDiffuseFlatColor |
| struct | MaterialLoadingData |
| struct | MaterialNormals |
| struct | Mesh |
| struct | MeshComponentRef |
| Reference to a MeshComponent for ECS-based iteration. Allows efficient querying of all mesh components without iterating all actors. More... | |
| struct | MeshIndex |
| The index of the mesh inside the scene. Used to query the mesh index of a scene. More... | |
| struct | MeshletData |
| struct | MeshPrimitive |
| struct | MeshPrimitiveData |
| struct | MeshProperties |
| struct | Model |
| class | 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. More... | |
| struct | ModelFuture |
| struct | ModelNode |
| struct | 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. More... | |
| struct | Parent |
| Stores parent relationships. More... | |
| struct | PipelineGeometryData |
| Temporary holder for raw geometry data during pipeline execution This is used to pass data between pipeline stages. More... | |
| struct | PrimitiveData |
| struct | PrimitiveDataLoading |
| struct | PrimitiveMeshletResult |
| Result of meshlet generation for a single primitive. Used to transfer data from background thread to main thread safely. More... | |
| struct | PrimitiveMetaData |
| Metadata about a primitive being loaded from gltf file. More... | |
| struct | PrimitiveUvData |
| struct | RawMeshData |
| Raw mesh geometry data extracted from gltf file Contains unprocessed vertices and indices. More... | |
| class | RegistryManager |
| Singleton which holds the entt registry. More... | |
| class | RenderingAsset |
| class | RenderingAssetManager |
| struct | SceneNodeRef |
| A struct which allows the engine to find out which SceneNode needs to propagate a dirty flag down the hierarchy. More... | |
| struct | SimulatesPhysics |
| Tag for EnTT which tags entities which should simulate physics. More... | |
| struct | StaticMeshData |
| struct | StaticMeshes |
| class | TextureAssetPipeline |
| Infrastructure to load images into the ecs. More... | |
| struct | Tick |
| Tag for everything which wants to receive tick events. More... | |
| struct | TransformDepth |
| struct | TransformDirty |
| Tag for dirty transforms (used by scene graph synchronization) More... | |
| struct | TransformDirtyRenderer |
| Tag for transforms that need GPU upload. Separate from TransformDirty because the renderer clears this after upload, while TransformDirty is cleared during scene graph sync. This allows transforms changed in tick/events to be properly uploaded. More... | |
| class | TransformOperators |
| struct | UnpackedMeshletData |
| Pre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation. More... | |
| struct | VertexData |
| struct | VulkanSchneeExtension |
| struct | WorldTransform |
Typedefs | |
| using | Meshlet = meshopt_Meshlet |
| information about the vertex and index data of a single meshlet | |
| using | UnpackedTriangle = PackedTriangle |
Enumerations | |
| enum class | AssetLoadingStage : uint8_t { Pending = 0 , MetadataExtracted = 1 , MaterialLoaded = 2 , GeometryValidated = 3 , GeometryExtracted = 4 , VerticesAssembled = 5 , Complete = 6 , Failed = 7 } |
| Tracks the current stage of asset loading in the pipeline. More... | |
Data structs for the Entity Component System.
| using Ecs::Meshlet = meshopt_Meshlet |
| using Ecs::UnpackedTriangle = PackedTriangle |
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