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Vulkan Schnee 0.0.1
High-performance rendering engine
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Namespaces | |
| namespace | AssetPipeline |
Classes | |
| struct | ActiveCamera |
| Tag for the active camera in the scene. More... | |
| struct | AnimationState |
| Animation playback state for an entity with a skeletal mesh. 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 requested for loading but isn't yet created this tag is applied to the entity which will possess the Ecs::StaticMeshData. More... | |
| class | AudioAssetPipeline |
| Async pipeline for loading audio assets (WAV, FLAC, MP3) More... | |
| struct | BoneTransformsDirty |
| Tag component indicating bone transforms need GPU upload. Analogous to TransformDirty for world transforms. 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... | |
| struct | ComputedBoneTransforms |
| Stores computed bone matrices for GPU upload. More... | |
| struct | DirectionalLightData |
| Runtime directional light data mirrored from Components::DirectionalLight. sceneNodeEntity points to the transform used to derive the light direction unless hasDirectionOverride is set. More... | |
| struct | ExrHeaderData |
| struct | ExrHeaderFuture |
| struct | GltfModelFuture |
| struct | ImageData |
| struct | Ktx2LoadFuture |
| struct | LightData |
| Tag for ECS entities that provide renderer light data. More... | |
| 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 | 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 | PointLightData |
| Runtime point light data mirrored from Components::PointLight. sceneNodeEntity points to the transform used as the light position. 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 | RawMeshData |
| Raw mesh geometry data extracted from gltf file Contains unprocessed vertices and indices. More... | |
| class | RegistryManager |
| Singleton which holds the entt registry. More... | |
| struct | RendererDirtyList |
| Global dirty entity collector for renderer transform uploads. More... | |
| 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 | SkeletalMeshData |
| Skeletal mesh data component. Similar to StaticMeshData but references skin/animation. 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 | Transform |
| struct | TransformDepth |
| struct | TransformDirty |
| Tag for dirty transforms (used by scene graph synchronization) More... | |
| struct | TransformDirtyRenderer |
| Tag for transforms that need GPU upload. More... | |
| class | TransformOperators |
| struct | UnpackedMeshletData |
| Pre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation. More... | |
| struct | VRTrackingInput |
| VR tracking input populated from OpenXR each frame. Used by the IK system to drive skeletal animation from controller poses. More... | |
| 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 , METADATA_EXTRACTED = 1 , MATERIAL_LOADED = 2 , GEOMETRY_VALIDATED = 3 , GEOMETRY_EXTRACTED = 4 , VERTICES_ASSEMBLED = 5 , COMPLETE = 6 , FAILED = 7 } |
| Tracks the current stage of asset loading in the pipeline. More... | |
| using Engine::Ecs::Meshlet = meshopt_Meshlet |
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