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Vulkan Schnee 0.0.1
High-performance rendering engine
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Manages IBL (Image-Based Lighting) resources for specular reflections. More...
Namespaces | |
| namespace | Audio |
| Shared audio configuration constants used by miniaudio and Steam Audio. | |
Classes | |
| class | ApplicationContext |
| The application context is the core class which stores the basic openxr and vulkan objects. More... | |
| class | AssetManager |
| class | AssetRegistry |
| class | AudioClipStore |
| class | AudioEngine |
| Owns the miniaudio engine and provides the playback API. More... | |
| class | ConstexprPath |
| class | 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. More... | |
| class | GeometryMeshStore |
| struct | GltfRenderableRecord |
| class | GltfStore |
| class | 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. More... | |
| struct | MaterialData |
| Unified material data structure containing all possible material properties. More... | |
| class | MaterialStore |
| struct | PackedVertex |
| Compact vertex format used by mesh packing code. More... | |
| class | Path |
| Centralized accessors for project and asset paths. More... | |
| struct | PathHasher |
| Hash functor for filesystem paths used in unordered containers. More... | |
| class | PhysicsEngine |
| The physics engine manages creating and destroying physics objects for the physics simulation. More... | |
| class | SamplerCache |
| Cache for reusable Vulkan samplers keyed by address mode. More... | |
| class | SceneManager |
| Manages game objects within a scene, handling registration, ID allocation, and GPU buffer synchronization for meshlet-to-object mappings. More... | |
| class | Texture2DStore |
| struct | TextureStorage |
| Texture asset entry paired with its descriptor index. More... | |
| class | TimerManager |
Typedefs | |
| using | AudioHandle = uint32_t |
| Identifies a playing sound instance. | |
Enumerations | |
| enum class | AssetLoadState : uint8_t { Unloaded , RequestedLoad , Loading , Loaded , Failed } |
| enum | TickPriority : int32_t { DefaultStep = 0 , InputStep = 1000 , PlayerLocomotionStep = InputStep + 1 , TrackedPoseStep = InputStep - 1 } |
Functions | |
| template<size_t N> | |
| ConstexprPath (const char(&)[N]) -> ConstexprPath< N > | |
| template<size_t N> | |
| std::ostream & | operator<< (std::ostream &stream, const ConstexprPath< N > &path) |
| template<size_t N> | |
| consteval bool | assetExists (const ConstexprPath< N > &path) |
| uint32_t | packNormalA2B10G10R10_SNORM (const glm::vec3 &n) |
| uint32_t | packColorR8G8B8A8_UNORM (const glm::vec3 &c) |
| uint32_t | packTexCoordR16G16_SFLOAT (const glm::vec2 &tc) |
Variables | |
| constexpr AudioHandle | INVALID_AUDIO_HANDLE = 0 |
Manages IBL (Image-Based Lighting) resources for specular reflections.
Owns a pre-filtered environment cubemap and a BRDF integration LUT used in the split-sum approximation for specular IBL. Provides placeholder resources when no environment map is loaded.
| using Engine::Core::AudioHandle = uint32_t |
Identifies a playing sound instance.
Definition at line 20 of file AudioEngine.h.
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strong |
| Enumerator | |
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| Unloaded | |
| RequestedLoad | |
| Loading | |
| Loaded | |
| Failed | |
Definition at line 23 of file AssetRegistry.h.
| enum Engine::Core::TickPriority : int32_t |
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nodiscardconsteval |
Definition at line 101 of file Path.h.
References Engine::Core::ConstexprPath< N >::view().
| Engine::Core::ConstexprPath | ( | const | char(&)[N] | ) | -> ConstexprPath< N > |
Referenced by Engine::Core::Path::engineFonts(), Engine::Core::Path::engineGeometry(), Engine::Core::Path::engineShaders(), Engine::Core::Path::engineSounds(), Engine::Core::Path::engineTextures(), Engine::Core::Path::gameAudio(), and Engine::Core::Path::gameGeometry().
| std::ostream & Engine::Core::operator<< | ( | std::ostream & | stream, |
| const ConstexprPath< N > & | path ) |
Definition at line 95 of file Path.h.
References Engine::Core::ConstexprPath< N >::view().
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inline |
Definition at line 100 of file AssetManager.h.
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inline |
Definition at line 80 of file AssetManager.h.
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inline |
Definition at line 118 of file AssetManager.h.
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constexpr |
Definition at line 21 of file AudioEngine.h.