SleakEngine 1.0.0
C++23 multi-backend game engine
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Rendering

Renderer-facing public runtime: meshes, materials, textures, skybox, and model loading. More...

Classes

class  Sleak::Material
class  Sleak::MeshBatch
struct  Sleak::MeshData
struct  Sleak::MeshHandle
class  Sleak::ModelLoader
struct  Sleak::ModelLoadOptions
class  Sleak::Renderable
class  Sleak::Skybox
class  Sleak::Texture
struct  Sleak::Vertex
class  Sleak::VertexGroup

Enumerations

enum class  Sleak::MaterialRenderMode : uint8_t { Sleak::MaterialRenderMode::Opaque = 0 , Sleak::MaterialRenderMode::Cutout = 1 , Sleak::MaterialRenderMode::Transparent = 2 }
enum class  Sleak::TextureFilter {
  Sleak::TextureFilter::Nearest , Sleak::TextureFilter::Bilinear , Sleak::TextureFilter::Trilinear , Sleak::TextureFilter::Anisotropic2x ,
  Sleak::TextureFilter::Anisotropic4x , Sleak::TextureFilter::Anisotropic8x , Sleak::TextureFilter::Anisotropic16x , Sleak::TextureFilter::Linear = Trilinear ,
  Sleak::TextureFilter::Anisotropic = Anisotropic16x
}
enum class  Sleak::TextureFormat {
  Sleak::TextureFormat::RGBA8 , Sleak::TextureFormat::RGB8 , Sleak::TextureFormat::BGRA8 , Sleak::TextureFormat::DXT1 ,
  Sleak::TextureFormat::DXT5
}
enum class  Sleak::TextureType { Sleak::TextureType::Texture2D , Sleak::TextureType::TextureCube , Sleak::TextureType::Texture3D }
enum class  Sleak::TextureWrapMode {
  Sleak::TextureWrapMode::Repeat , Sleak::TextureWrapMode::ClampToEdge , Sleak::TextureWrapMode::ClampToBorder , Sleak::TextureWrapMode::Mirror ,
  Sleak::TextureWrapMode::MirrorClampToEdge
}

Detailed Description

Renderer-facing public runtime: meshes, materials, textures, skybox, and model loading.

Enumeration Type Documentation

◆ MaterialRenderMode

enum class Sleak::MaterialRenderMode : uint8_t
strong

#include <Material.hpp>

Controls how a material handles transparency.

Enumerator
Opaque 
Cutout 
Transparent 

Definition at line 33 of file Material.hpp.

◆ TextureFilter

enum class Sleak::TextureFilter
strong

#include <Texture.hpp>

Sampling quality, from point sampling up through anisotropic filtering.

Enumerator
Nearest 
Bilinear 
Trilinear 
Anisotropic2x 
Anisotropic4x 
Anisotropic8x 
Anisotropic16x 
Linear 
Anisotropic 

Definition at line 28 of file Texture.hpp.

◆ TextureFormat

enum class Sleak::TextureFormat
strong

#include <Texture.hpp>

Pixel layout a Texture's data is stored/uploaded in.

Enumerator
RGBA8 
RGB8 
BGRA8 
DXT1 
DXT5 

Definition at line 10 of file Texture.hpp.

◆ TextureType

enum class Sleak::TextureType
strong

#include <Texture.hpp>

Dimensionality/layout a Texture represents on the GPU.

Enumerator
Texture2D 
TextureCube 
Texture3D 

Definition at line 20 of file Texture.hpp.

◆ TextureWrapMode

enum class Sleak::TextureWrapMode
strong

#include <Texture.hpp>

How UV coordinates outside [0,1] are resolved when sampling.

Enumerator
Repeat 
ClampToEdge 
ClampToBorder 
Mirror 
MirrorClampToEdge 

Definition at line 43 of file Texture.hpp.