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Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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EnTT component data used by engine systems. More...
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... | |
| class | AssetImportPipeline |
| Master asset import pipeline that dispatches asset submissions to the texture, model and audio sub-pipelines and advances them in a fixed order. More... | |
| struct | AssetLoadingImage |
| Async glTF image load request tracked by the ECS asset pipeline. More... | |
| struct | AssetLoadingStatus |
| Status information for asset loading pipeline. More... | |
| struct | AssetRequested |
| Tag applied while an asset request is queued but the runtime asset is not loaded. 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 |
| Bounding sphere used for culling and bounds aggregation. 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 |
| Loaded EXR header data used before full texture payload loading. More... | |
| struct | ExrHeaderFuture |
| Async EXR header load request tracked by the ECS asset pipeline. More... | |
| struct | GltfModelFuture |
| Async glTF model load request tracked by the ECS asset pipeline. More... | |
| struct | ImageData |
| ECS wrapper for loaded tinygltf image data. More... | |
| struct | Ktx2LoadFuture |
| Async KTX2 texture load request tracked by the ECS asset pipeline. More... | |
| 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 |
| Flat diffuse color material payload. More... | |
| struct | MaterialLoadingData |
| Material payload waiting to be registered as a material asset. More... | |
| struct | MaterialNormals |
| Material state for normal visualization. More... | |
| struct | Mesh |
| ECS wrapper for one glTF mesh object. More... | |
| struct | MeshComponentRef |
| References to MeshComponents for ECS-based iteration. Multiple mesh components can share one SceneNode entity. More... | |
| struct | MeshIndex |
| Mesh index inside a glTF scene. More... | |
| struct | MeshletData |
| Meshlet descriptors and index streams for one primitive. More... | |
| struct | MeshPrimitive |
| Runtime mesh primitive data consumed by the renderer. More... | |
| struct | MeshPrimitiveData |
| Renderer-facing primitive collection for one mesh asset. More... | |
| struct | Model |
| ECS wrapper for a loaded tinygltf model. More... | |
| 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 |
| Async glTF model load future without a path. More... | |
| struct | ModelNode |
| ECS wrapper for one glTF node object. More... | |
| 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 Reduces triangle-index bandwidth by 4x versus unpacked format. More... | |
| struct | Parent |
| Parent entity link for component-owned ECS entities. More... | |
| struct | PipelineGeometryData |
| Temporary holder for raw geometry data during pipeline execution. More... | |
| struct | PointLightData |
| Runtime point light data mirrored from Components::PointLight. sceneNodeEntity points to the transform used as the light position. More... | |
| struct | PrimitiveData |
| CPU geometry for one mesh primitive before renderer upload. More... | |
| struct | PrimitiveDataLoading |
| Result of primitive extraction before meshlet generation. More... | |
| 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 a glTF file. More... | |
| class | RegistryManager |
| Singleton which holds the entt registry. More... | |
| struct | RendererDirtyList |
| Global dirty entity collector for renderer transform uploads. More... | |
| struct | SceneNodeRef |
| Scene node reference used to propagate transform dirty flags through children. More... | |
| struct | SimulatesPhysics |
| Physics body state for entities synchronized with Bullet. More... | |
| struct | SkeletalMeshData |
| Skeletal mesh data component. Similar to StaticMeshData but references skin/animation. More... | |
| struct | StaticMeshData |
| Mesh component state for one static mesh reference. More... | |
| struct | StaticMeshes |
| Collection of static mesh references attached to one entity. More... | |
| class | TextureAssetPipeline |
| Infrastructure to load images into the ecs. More... | |
| struct | Tick |
| Tick registration for objects that receive engine tick callbacks. More... | |
| struct | Transform |
| Local transform matrix and helpers for translation, rotation, and scale. More... | |
| struct | TransformDepth |
| Depth of an entity in the transform hierarchy. More... | |
| struct | TransformDirty |
| Tag for dirty transforms (used by scene graph synchronization) More... | |
| struct | TransformDirtyRenderer |
| Legacy tag for transforms that need GPU upload. More... | |
| class | TransformOperators |
| Static helpers for reading and mutating Transform matrices. More... | |
| 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 |
| Cached world transform matrix written by the scene graph. More... | |
Typedefs | |
| using | Meshlet = meshopt_Meshlet |
| Meshoptimizer meshlet descriptor type. | |
| 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... | |
EnTT component data used by engine systems.
| using Engine::Ecs::Meshlet = meshopt_Meshlet |
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Tracks the current stage of asset loading in the pipeline.
| Enumerator | |
|---|---|
| PENDING | Load request is queued and no work has completed. |
| METADATA_EXTRACTED | Source metadata has been extracted. |
| MATERIAL_LOADED | Material data has been loaded. |
| GEOMETRY_VALIDATED | Geometry validation has completed. |
| GEOMETRY_EXTRACTED | Geometry data has been extracted from the source asset. |
| VERTICES_ASSEMBLED | Vertex buffers have been assembled. |
| COMPLETE | Asset load completed successfully. |
| FAILED | Asset load failed. See AssetLoadingStatus::lastError. |