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 | |
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Position | |
Normal | |
Tangent | |
Uv |
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