Vulkan Schnee 0.0.1
High-performance rendering engine
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Engine::Rendering Namespace Reference

Namespaces

namespace  GpuBuffers
namespace  ShaderStage
 C++ side enum definitions for shader bindings, generated from X-macros.

Classes

class  ComputePipeline
 A wrapper for vulkan pipeline resources. In this case a typesafe compute pipeline. More...
class  ComputePipelineSpecializationData
 Wrapper for shader specialization data for compute pipelines. This usually only stores the thread count as that can depend on the hardware the engine is running on. More...
struct  CpuMeshData
 CPU-side mesh data with per-object transform and primitives. More...
struct  CpuPrimitiveData
 CPU-side primitive data. More...
class  DispatcherComputePipelineSpecializationData
struct  DynamicMaterialUniformData
struct  FrustumPlanes
 Frustum planes for compute shader culling. More...
class  GraphicsPipeline
class  Headset
class  ImageBasedLightingResources
struct  MeshGeometryMapping
 CPU-side mapping from MeshAsset to shared geometry buffer. More...
class  MeshShaderSpecializationData
 Specialization data for mesh shaders - provides screen resolution for small triangle culling. More...
struct  PerObjectPrimitiveData
 CPU-side per-object meshlet, vertex, and index data. More...
struct  PipelineConfig
 Static configuration for a graphics pipeline Defines which shaders to use for a given PipelineNames enum. More...
struct  PipelineMaterialPayload
class  PipelineSpecializationData
 Base class which defines the interface for pipeline specialization data. This can be thread count. Max object count etc. More...
class  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. More...
struct  RenderTarget
 A render target which contains all resources to access the rendered image. More...
class  SunShadowResources

Typedefs

using GpuMeshDescription = GpuBuffers::GpuMeshDescription
using UnifiedMeshlet = GpuBuffers::UnifiedMeshlet
using MeshletBounds = GpuBuffers::MeshletBounds
using MeshPrimitiveRenderData = GpuBuffers::MeshPrimitiveRenderData
using ObjectCullingData = GpuBuffers::ObjectCullingData
using LocalBoundsData = GpuBuffers::LocalBoundsData
using PrimitiveMeshletData = GpuBuffers::PrimitiveMeshletData
using MeshUnpackingData = GpuBuffers::MeshUnpackingData
using VisibleMeshletInfo = GpuBuffers::VisibleMeshletInfo
using VisibleMeshletRange = GpuBuffers::VisibleMeshletRange
using ObjectCullingCounters = GpuBuffers::ObjectCullingCounters
using MeshGeometryData = GpuBuffers::MeshGeometryData
using InstanceData = GpuBuffers::InstanceData
using InstanceCullingData = GpuBuffers::InstanceCullingData
using SingleMeshletGeometryData = GpuBuffers::SingleMeshletGeometryData
using GpuDiffuseFlatColorMaterial = GpuBuffers::DiffuseFlatColorMaterial
using GpuDiffuseShaderMaterial = GpuBuffers::DiffuseShaderMaterial
using GpuPbrMaterial = GpuBuffers::PbrMaterial
using GpuNormalsMaterial = GpuBuffers::NormalsMaterial
using SHProbeData = GpuBuffers::SHProbeData
using DynamicPointLight = GpuBuffers::DynamicPointLight
using DynamicPointLightBuffer = GpuBuffers::DynamicPointLightBuffer
using SunLightBuffer = GpuBuffers::SunLightBuffer
using SunShadowCascadeBuffer = GpuBuffers::SunShadowCascadeBuffer
using ClusterLodData = GpuBuffers::ClusterLodData
using ClusterGroupData = GpuBuffers::ClusterGroupData
using LodConfigUBO = GpuBuffers::LodConfigUBO
using ClusterSurvivor = GpuBuffers::ClusterSurvivor
using VisibleLodPrimitive = GpuBuffers::VisibleLodPrimitive
using Dispatch = GpuBuffers::Dispatch

Enumerations

enum  PipelineNames : int {
  DIFFUSE_FLAT_COLOR ,
  DIFFUSE_SHADER ,
  MOVABLE_DIFFUSE_SHADER ,
  NORMALS_SHADER ,
  L0_SHADER ,
  L1_SHADER ,
  L2_SHADER ,
  DYNAMIC_TEXTURES ,
  STATIC_LIGHTMAP ,
  DYNAMIC_TEXTURES_ALPHA_MASK ,
  STATIC_LIGHTMAP_ALPHA_MASK
}

Typedef Documentation

◆ ClusterGroupData

◆ ClusterLodData

◆ ClusterSurvivor

◆ Dispatch

◆ DynamicPointLight

◆ DynamicPointLightBuffer

◆ GpuDiffuseFlatColorMaterial

◆ GpuDiffuseShaderMaterial

◆ GpuMeshDescription

◆ GpuNormalsMaterial

◆ GpuPbrMaterial

◆ InstanceCullingData

◆ InstanceData

◆ LocalBoundsData

◆ LodConfigUBO

◆ MeshGeometryData

◆ MeshletBounds

◆ MeshPrimitiveRenderData

◆ MeshUnpackingData

◆ ObjectCullingCounters

◆ ObjectCullingData

◆ PrimitiveMeshletData

◆ SHProbeData

◆ SingleMeshletGeometryData

◆ SunLightBuffer

◆ SunShadowCascadeBuffer

◆ UnifiedMeshlet

◆ VisibleLodPrimitive

◆ VisibleMeshletInfo

◆ VisibleMeshletRange

Enumeration Type Documentation

◆ PipelineNames

Enumerator
DIFFUSE_FLAT_COLOR 
DIFFUSE_SHADER 
MOVABLE_DIFFUSE_SHADER 
NORMALS_SHADER 
L0_SHADER 
L1_SHADER 
L2_SHADER 
DYNAMIC_TEXTURES 
STATIC_LIGHTMAP 
DYNAMIC_TEXTURES_ALPHA_MASK 
STATIC_LIGHTMAP_ALPHA_MASK 

Definition at line 8 of file MaterialTypes.h.