SleakEngine 1.0.0
C++23 multi-backend game engine
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CSleak::Math::AABB
 CSleak::Physics::AABB
 CSleak::AnimationChannel
 CSleak::AnimationClip
 CSleak::AnimationState
 CSleak::AnimationStateMachine
 CSleak::AnimationTransition
 CSleak::Application
 CSleak::ApplicationDefaults
 CSleak::Arguments
 CSleak::RenderEngine::VulkanBuffer::AsyncFlushResultResult of an async batched flush: the recorded command buffer plus staging resources to free later
 CSleak::Benchmark
 CSleak::BenchmarkMetric
 CSleak::Bone
 CSleak::Physics::BoundingCapsule
 CSleak::Physics::BoundingSphere
 CSleak::Physics::CollisionManifold
 CSleak::Physics::CollisionPair
 CSleak::Math::Color
 CSleak::CommandLine
 CSleak::RenderEngine::ConstantBufferInterface for a CPU-side payload that can be uploaded to a GPU constant buffer
 CSleak::Physics::ContactPoint
 CSleak::CullingSystem
 CSleak::DebugLineCBData
 CSleak::DebugLineRenderer
 CSleak::DebugOverlay
 CSleak::DebugOverlayConfig
 CSleak::RenderEngine::DeferredCBDataPer-frame deferred lighting pass CB: inverse view-projection plus screen/near-far metrics
 CSleak::Physics::DynamicAABBTree
 CSleak::Event
 CSleak::EventDispatcher
 Cstd::exceptionSTL class
 CSleak::File
 CSleak::GameBase
 CSleak::Input::GamepadEvent
 CSleak::Graph< T >Represents a graph data structure with vertices and edges
 CSleak::GraphicsConfig
 CSleak::HashTable< Key, Value >Implements a hash table (or map) for efficient key-value storage and retrieval
 CSleak::Heap< T, isMinHeap >Implements a binary heap data structure for efficient priority queue operations
 CSleak::RenderEngine::IBLSettingsGPUDataImage-based lighting toggle, intensity, and prefiltered-map LOD range
 CSleak::IDelegate
 CSleak::Input::InputAction
 CSleak::Input::InputEventListener
 CSleak::Input::InputManager
 CSleak::ISerializationContextInterface for serialization contexts
 CSleak::Input::Keyboard
 CSleak::Input::KeyboardEvent
 CSleak::Keyframe< T >
 CSleak::RenderEngine::LightCBDataFull per-frame lighting UBO: camera, ambient, fog, and the packed light array
 CSleak::RenderEngine::LightGPUEntryOne light's packed GPU representation, laid out for std140/cbuffer alignment
 CSleak::LightManager
 CSleak::List< T >Implements a dynamic array-like list for storing and managing a collection of elements
 CSleak::Logger
 CSleak::RenderEngine::MaterialGPUDataPacked PBR material parameters uploaded to the material constant buffer
 CSleak::Math::Matrix< T, Rows, Cols >
 CSleak::MeshBatch
 CSleak::MeshData
 CSleak::MeshHandle
 CSleak::MessageBoxColorScheme
 CSleak::ModelLoader
 CSleak::ModelLoadOptions
 CSleak::Input::MouseEvent
 CSleak::MulticastDelegate< Args >
 CSleak::NodeData
 CSleak::Object
 CSleak::RenderEngine::OpenGLIBL
 CSleak::Pair< T1, T2 >A simple container for storing two values as a pair
 CSleak::RenderEngine::PCSSShadowGPUDataPCSS soft-shadow parameters for the DX11/OpenGL PBR shader path
 CSleak::RenderEngine::VulkanBuffer::PendingStagingCleanupA staging buffer awaiting release once its async copy has completed
 CSleak::Physics::PhysicsWorld
 CSleak::Plane
 CSleak::RenderEngine::PostProcessGPUDataTonemapping/exposure settings uploaded to the post-process pass
 CSleak::PriorityList< T >A list where elements are stored with associated priorities
 CSleak::Math::QuaternionRepresents a quaternion for 3D rotations
 CSleak::Queue< T >Implements a FIFO (First-In, First-Out) queue data structure
 CSleak::RenderEngine::QueueIndices
 CSleak::Math::RandomA class for generating random numbers and values
 CSleak::Physics::RayHit
 CSleak::Renderable
 CSleak::RenderEngine::RenderCommandBaseOne recorded draw plus the state it needs to replay into a command list
 CSleak::RenderEngine::RenderCommandQueueFrame-scoped queue of recorded draw/state commands, replayed into a RenderContext at flush time
 CSleak::RenderEngine::RenderContextAbstract interface for high-level graphics command execution and resource management
 CSleak::RenderEngine::RendererAbstract render backend: swapchain, frame lifecycle, and post-effect toggles
 CSleak::RenderEngine::RendererFactoryConstructs the concrete Renderer for a requested backend
 CSleak::ResourceBaseCommon lifecycle contract for GPU-backed resources: init, per-frame update, teardown
 CSleak::RenderEngine::ResourceManager
 CSleak::RenderEngine::SSAOKernel::SampleOne hemisphere sample offset (w unused, kept for GPU alignment)
 CSleak::SampleRequest
 CSleak::SceneBase
 CSleak::ScopedTimerRAII stopwatch: logs elapsed time on destruction under the given name
 CSleak::SerializableBase class for objects that can be serialized and deserialized
 CSleak::SerializationFactoryDetects file format and creates the appropriate serialization context
 CSleak::RenderEngine::ShaderBackend-agnostic compiled shader program
 CSleak::RenderEngine::RenderCommandQueue::ShadowDrawEntryA draw command paired with the transform/bone buffers it needs to replay in the shadow pass
 CSleak::RenderEngine::ShadowLightUBOShadow-pass UBO: light/shadow parameters, fog, and extra fill lights (set 2, binding 0)
 CSleak::SharedControlBlock
 CSleak::Skeleton
 CSleak::Skybox
 CSleak::SkyboxCBDataGPU constant buffer layout for the skybox shader
 CSleak::SmartPointer< T >
 CSleak::SmartPointer< Sleak::Component >
 CSleak::SmartPointer< Sleak::Material >
 CSleak::SmartPointer< Sleak::RenderEngine::BufferBase >
 CSleak::SmartPointer< Sleak::RenderEngine::RenderCommandBase >
 CSleak::SmartPointer< Sleak::RenderEngine::Shader >
 CSleak::SmartPointer< Sleak::Texture >
 CSleak::RenderEngine::SSAOCompositeGPUDataControls whether the forward PBR shader multiplies in the SSAO texture
 CSleak::RenderEngine::SSAOKernel
 CSleak::RenderEngine::SSAOSettingsGPUDataSSAO pass parameters: kernel size, radius/bias/power, and screen/near-far metrics
 CSleak::Stack< T >Implements a LIFO (Last-In, First-Out) stack data structure
 CSleak::CullingSystem::StatsPer-frame counters for the last completed culling pass
 CSleak::StringA dynamic string class, similar to std::string but STL-agnostic
 CSleak::RenderEngine::SwapchainDetails
 CSleak::Physics::SweepResult
 CSleak::SystemMetrics
 CSleak::SystemMetricsData
 CSleak::Texture
 CSleak::Timer
 CSleak::TransformComponent::TransformMatrixCached translation/rotation/scale matrices combined into the final transform matrix
 CSleak::TransitionCondition
 CSleak::Tree< T >Implements a binary tree data structure for hierarchical data organization
 CSleak::Physics::TreeNode
 CSleak::Physics::TriangleMesh
 CSleak::Math::Vector< T, N >
 CSleak::Math::Vector2D
 CSleak::Math::Vector3D
 CSleak::Physics::Vector3D
 CSleak::Math::Vector4D
 CSleak::Vertex
 CSleak::VertexAttribute
 CSleak::VertexFormatRegistry
 CSleak::VertexGroup
 CSleak::VertexLayoutDesc
 CSleak::ViewFrustum
 CSleak::VoidDataUntyped payload blob, currently unused by any buffer path
 CSleak::WeakPtr< T >
 CSleak::Window