Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Vyroda::Renderer Member List

This is the complete list of members for Vyroda::Renderer, including all inherited members.

addPipeline(std::string const &shaderName, VulkanPipeline &pipeline)Vyroda::Renderer
clear()Vyroda::Renderer
clearScreen()Vyroda::Renderer
destroy()Vyroda::Renderer
draw(Mesh const &mesh, RendererContext const &renderer_context)Vyroda::Renderer
drawShadowMap(Mesh const &mesh, RendererContext const &renderer_context, SHADOW_TYPE const shadow_type)Vyroda::Renderer
endRender()Vyroda::Renderer
endRendering(VkCommandBuffer cmd_buffer, VkImage image, VkImage depth_image, bool const is_attachment, bool const has_depth_attachment=true)Vyroda::Renderer
endShadowMap(SHADOW_TYPE const shadow_type)Vyroda::Renderer
getAPI() constVyroda::Rendererinline
getCSMImageViews()Vyroda::Rendererinline
getCSMSamplers()Vyroda::Rendererinline
getCurrentFrameIndex() constVyroda::Rendererinline
getCurrentImageView()Vyroda::Rendererinline
getCurrentSampler()Vyroda::Rendererinline
getDepthImageViews()Vyroda::Rendererinline
getDepthImageViews2()Vyroda::Rendererinline
getDepthMapImageViews()Vyroda::Rendererinline
getDepthMapSamplers()Vyroda::Rendererinline
getDepthSamplers()Vyroda::Rendererinline
getDepthSamplers2()Vyroda::Rendererinline
getDescriptorSetLayouts()Vyroda::Rendererinline
getDevice()Vyroda::Rendererinline
getMaxFramesInFlight() constVyroda::Rendererinline
getPerspective()Vyroda::Rendererinline
getPipeline(std::string const &shaderName)Vyroda::Rendererinline
getVisibleDepthImageView()Vyroda::Rendererinline
immediateSubmit(std::function< void(VkCommandBuffer cmd)> &&function, int queueIndex=0)Vyroda::Renderer
init(GLFWwindow *const window)Vyroda::Renderer
Renderer()=defaultVyroda::Renderer
setDeltatime(float const delta_time)Vyroda::Renderer
setRayPick(float const x, float const y, float const z, int const width, int const height)Vyroda::Renderer
setShadowMapResolution(std::uint32_t const resolution)Vyroda::Rendererinline
start()Vyroda::Renderer
startRender()Vyroda::Renderer
startShadowMap(SHADOW_TYPE const shadow_type)Vyroda::Renderer
submit()Vyroda::Renderer
updateVertexBuffer(Data *data, std::size_t const image_index)Vyroda::Renderer
~Renderer()=defaultVyroda::Renderer