Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Vyroda::RendererContext Struct Referenceexport
Collaboration diagram for Vyroda::RendererContext:
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Public Types

enum class  Mode { CREATION , UPDATE }

Public Attributes

Cameracamera { nullptr }
glm::mat4 camera_view { 1.0f }
double elapsed_time { 0.0 }
std::uint32_t env_options { 0 }
Light sun_light {}
std::span< Lightpoint_lights {}
std::span< Lightspot_lights {}
Buffer light_buffer {}
std::unordered_map< std::string, Texture > const * textures { nullptr }
Textureterrain { nullptr }
Texturewater { nullptr }
Textureskybox { nullptr }
std::span< FontCharactercharacters {}
FT_Face face {}
std::uint32_t atlas_width { 0 }
std::uint32_t atlas_height { 0 }
Mode mode { Mode::CREATION }
VkShaderStageFlags stage_flag_bits { VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT }
bool normal_debug { false }
bool has_alpha_blend { false }

Member Enumeration Documentation

◆ Mode

enum class Vyroda::RendererContext::Mode
strong
Enumerator
CREATION 
UPDATE 

Member Data Documentation

◆ atlas_height

std::uint32_t Vyroda::RendererContext::atlas_height { 0 }

◆ atlas_width

std::uint32_t Vyroda::RendererContext::atlas_width { 0 }

◆ camera

Camera* Vyroda::RendererContext::camera { nullptr }

◆ camera_view

glm::mat4 Vyroda::RendererContext::camera_view { 1.0f }

◆ characters

std::span<FontCharacter> Vyroda::RendererContext::characters {}

◆ elapsed_time

double Vyroda::RendererContext::elapsed_time { 0.0 }

◆ env_options

std::uint32_t Vyroda::RendererContext::env_options { 0 }

◆ face

FT_Face Vyroda::RendererContext::face {}

◆ has_alpha_blend

bool Vyroda::RendererContext::has_alpha_blend { false }

◆ light_buffer

Buffer Vyroda::RendererContext::light_buffer {}

◆ mode

Mode Vyroda::RendererContext::mode { Mode::CREATION }

◆ normal_debug

bool Vyroda::RendererContext::normal_debug { false }

◆ point_lights

std::span<Light> Vyroda::RendererContext::point_lights {}

◆ skybox

Texture* Vyroda::RendererContext::skybox { nullptr }

◆ spot_lights

std::span<Light> Vyroda::RendererContext::spot_lights {}

◆ stage_flag_bits

VkShaderStageFlags Vyroda::RendererContext::stage_flag_bits { VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT }

◆ sun_light

Light Vyroda::RendererContext::sun_light {}

◆ terrain

Texture* Vyroda::RendererContext::terrain { nullptr }

◆ textures

std::unordered_map<std::string, Texture> const* Vyroda::RendererContext::textures { nullptr }

◆ water

Texture* Vyroda::RendererContext::water { nullptr }

The documentation for this struct was generated from the following file: