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