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SleakEngine 0.1.0
C++23 multi-backend game engine
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Go to the source code of this file.
Classes | |
| struct | Sleak::RenderEngine::ConstantBuffer |
| Interface for a CPU-side payload that can be uploaded to a GPU constant buffer. More... | |
| struct | Sleak::RenderEngine::DeferredBuffer |
| ConstantBuffer wrapper around DeferredCBData. More... | |
| struct | Sleak::RenderEngine::DeferredCBData |
| Per-frame deferred lighting pass CB: inverse view-projection plus screen/near-far metrics. More... | |
| struct | Sleak::RenderEngine::IBLSettingsGPUData |
| Image-based lighting toggle, intensity, and prefiltered-map LOD range. More... | |
| struct | Sleak::RenderEngine::LightBuffer |
| ConstantBuffer wrapper around LightCBData. More... | |
| struct | Sleak::RenderEngine::LightCBData |
| Full per-frame lighting UBO: camera, ambient, fog, and the packed light array. More... | |
| struct | Sleak::RenderEngine::LightGPUEntry |
| One light's packed GPU representation, laid out for std140/cbuffer alignment. More... | |
| struct | Sleak::RenderEngine::MaterialBuffer |
| ConstantBuffer wrapper around MaterialGPUData. More... | |
| struct | Sleak::RenderEngine::MaterialGPUData |
| Packed PBR material parameters uploaded to the material constant buffer. More... | |
| struct | Sleak::RenderEngine::PCSSShadowGPUData |
| PCSS soft-shadow parameters for the DX11/OpenGL PBR shader path. More... | |
| struct | Sleak::RenderEngine::PostProcessGPUData |
| Tonemapping/exposure settings uploaded to the post-process pass. More... | |
| struct | Sleak::RenderEngine::ShadowLightUBO |
| Shadow-pass UBO: light/shadow parameters, fog, and extra fill lights (set 2, binding 0). More... | |
| struct | Sleak::RenderEngine::SSAOCompositeGPUData |
| Controls whether the forward PBR shader multiplies in the SSAO texture. More... | |
| struct | Sleak::RenderEngine::SSAOSettingsGPUData |
| SSAO pass parameters: kernel size, radius/bias/power, and screen/near-far metrics. More... | |
| struct | Sleak::RenderEngine::TransformBuffer |
| Per-draw world-view-projection and world matrices. More... | |
Namespaces | |
| namespace | Sleak |
| Root namespace for everything the engine exposes. | |
| namespace | Sleak::RenderEngine |
| Backend-facing rendering layer shared by the four graphics backends. | |
Enumerations | |
| enum class | Sleak::RenderEngine::CBIds { Sleak::RenderEngine::Transformation = 0 , Sleak::RenderEngine::Material = 1 , Sleak::RenderEngine::Lighting = 2 } |
| Well-known constant buffer slot identifiers. More... | |
Variables | |
| static constexpr uint32_t | Sleak::RenderEngine::MAX_LIGHTS = 16 |
| static constexpr uint32_t | Sleak::RenderEngine::SSAO_KERNEL_SIZE = 64 |