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    Foray Library
    
   rapid prototyping framework for crossplatform development of vulkan hardware ray tracing applications 
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Namespaces | |
| namespace | gcomp | 
| namespace | ncomp | 
Classes | |
| class | Animation | 
| Represents an animation, defined by atleast one channel affecting one node property each.  More... | |
| struct | AnimationChannel | 
| A channel is the animation of a single node property.  More... | |
| struct | AnimationKeyframe | 
| A set of values at a time point.  More... | |
| struct | AnimationSampler | 
| A collection of keyframes.  More... | |
| class | CallbackDispatcher | 
| Type maintaining callback lists for event distribution.  More... | |
| struct | CameraUboBlock | 
| Uniform buffer object layout for camera matrices.  More... | |
| class | Component | 
| Base class for all types manageable by registry.  More... | |
| struct | DrawPushConstant | 
| Push Constant helper type.  More... | |
| struct | EmissiveTriangle | 
| A reference to an emissive triangle.  More... | |
| class | GlobalComponent | 
| struct | Material | 
| Represents the default gltf pbr material type, capable of representing opaque surfaces with a metallic/roughness model including emission.  More... | |
| class | Mesh | 
| Type describing a single mesh object, described by multiple Primitive objects.  More... | |
| class | Node | 
| A scene node. Extends the registry with hierarchical information.  More... | |
| class | NodeComponent | 
| struct | PlaybackConfig | 
| struct | Primitive | 
| "An object binding indexed or non-indexed geometry with a material." according to the glTF spec. It's a subset of a mesh and has its own set of vertices/indices as well as its own material. All mesh data is contained in one big buffer, so "First" is used to get the correct offset into the buffer.  More... | |
| class | Registry | 
| Manages a type identified list of components.  More... | |
| class | Scene | 
| Provides registries and methods as the anchor of a component based scene.  More... | |
| struct | SceneDrawInfo | 
| Temporary type passed to components when drawing the scene.  More... | |
| struct | SceneUpdateInfo | 
| Temporary type passed to components when updating the scene.  More... | |
| struct | SimpleLight | 
| Describes a simplified light source.  More... | |
| struct | Vertex | 
| Vertex.  More... | |
| struct | VertexComponentBinding | 
| Binding of component to shader input location.  More... | |
| struct | VertexInputStateBuilder | 
| Helper for building a VkPipelineVertexInputStateCreateInfo struct.  More... | |
Typedefs | |
| using | MaterialFlags = uint32_t | 
Enumerations | |
| enum class | EAnimationInterpolation { Linear , Step , Cubicspline } | 
| Interpolation mode defines how values are interpolated between keyframes.  More... | |
| enum class | EAnimationTargetPath { Translation , Rotation , Scale } | 
| Target path defines which aspect of a nodes transforms the animation channel targets.  More... | |
| enum class | EVertexComponent { Position , Normal , Tangent , Uv } | 
| Vertex Components.  More... | |
| enum class | ELightType : uint32_t { Directional = 0 , Point = 1 } | 
| enum class | MaterialFlagBits : uint32_t { FullyOpaque = 0b1 , DoubleSided = 0b10 } | 
| using foray::scene::MaterialFlags = typedef uint32_t | 
      
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Vertex Components.
| Enumerator | |
|---|---|
| Position | |
| Normal | |
| Tangent | |
| Uv | |
      
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