Elevate Engine 1
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Elevate Namespace Reference

Namespaces

namespace  Editor
 
namespace  File
 
namespace  Files
 
namespace  Platform
 
namespace  UI
 

Classes

class  AddComponentCommand
 
class  AddGameobjectCommand
 
class  AkBank
 
class  Application
 
struct  ApplicationArguments
 
class  AppRenderEvent
 
class  AppTickEvent
 
class  AppUpdateEvent
 
class  AudioDistanceProbe
 
class  BoundingVolume
 
struct  BufferElement
 
class  BufferLayout
 
class  Camera
 
class  CameraManager
 
struct  ColorTag
 
class  Command
 
class  CommandManager
 
class  Component
 
struct  ComponentField
 
class  ComponentLayout
 
class  ComponentRegistry
 
class  Cubemap
 
struct  DebugLineData
 
class  DebugRenderer
 
struct  DebugVertex
 
class  DefaultShader
 
class  DeleteGameobjectCommand
 
class  DesktropFileDialog
 
class  DirectionalLight
 
struct  DisplayNameTag
 
class  EditorCamera
 
struct  EditorIconTag
 
struct  EngineDataTypeTrait
 
struct  EngineDataTypeTrait< bool >
 
struct  EngineDataTypeTrait< float >
 
struct  EngineDataTypeTrait< glm::vec2 >
 
struct  EngineDataTypeTrait< glm::vec3 >
 
struct  EngineDataTypeTrait< glm::vec4 >
 
struct  EngineDataTypeTrait< int >
 
class  Event
 
class  EventDispatcher
 
struct  FieldMeta
 
class  FileDialog
 
class  FileDialogImpl
 
struct  FlattenTag
 
class  Framebuffer
 
struct  FramebufferColorAttachment
 
struct  FramebufferDepthAttachment
 
struct  FramebufferMetadata
 
struct  FramebufferStencilAttachment
 
struct  Frustum
 
class  GameContextEvent
 
class  GameObject
 
class  GlfwInput
 
class  GlfwWindow
 
class  GraphicsContext
 
struct  has_super
 
struct  has_super< T, std::void_t< typename T::Super > >
 
struct  HideInInspectorTag
 
class  ImGuiLayer
 
class  IndexBuffer
 
class  Input
 
class  InputBuffer
 
class  ISerializable
 
class  ITransformable
 An interface to add all of the methods needed to have a working transform wrapped by getter and setters. More...
 
class  KeyEvent
 
class  KeyPressedEvent
 
class  KeyReleasedEvent
 
class  KeyTypedEvent
 
class  Layer
 
class  LayerStack
 
class  Light
 
class  Log
 
class  LogImpl
 
class  MacroCommand
 Class to combine multiples commands to execute then or undo them in batches. More...
 
class  Material
 
class  MaterialFactory
 
class  MaterialRegistry
 
class  Mesh
 
struct  MeshData
 
class  Model
 
class  MouseButtonEvent
 
class  MouseButtonPressedEvent
 
class  MouseButtonReleasedEvent
 
class  MouseMovedEvent
 
class  MouseScrolledEvent
 
class  OpenGLContext
 
class  OpenGLFrameBuffer
 
class  OpenGLIndexBuffer
 
class  OpenGLRendererAPI
 
class  OpenGLShader
 
class  OpenGLTexture
 
class  OpenGLVertexArray
 
class  OpenGLVertexBuffer
 
struct  ParentFieldsHelper
 
struct  ParentFieldsHelper< T, true >
 
class  PathResolver
 
struct  Plane
 
class  PointLight
 
struct  ReadOnlyTag
 
class  RemoveComponentCommand
 
class  RenderBucket
 
struct  RenderCommand
 
class  RenderCommandQueue
 
class  Renderer
 
class  RendererAPI
 
struct  RenderState
 
class  Rigidbody
 
struct  RigidbodyData
 
class  Scene
 
class  SceneLayer
 Simple layer thats contains a single scene and take care of all loading/unloading update and rendering. This is a good starting point if your are looking to create your own scene logic. More...
 
class  SceneLighting
 
class  SceneManager
 
class  Shader
 
class  ShaderManager
 
class  SoundEngine
 
class  SphereBoundingVolume
 
struct  SurfaceMaterial
 
class  Texture
 
struct  TextureLoadResult
 
class  TextureManager
 
struct  TextureMetadata
 
struct  TextureMetadataBuilder
 
class  Time
 
struct  TooltipTag
 
class  Transform
 
struct  UUID
 
struct  Vertex
 
class  VertexArray
 
class  VertexBuffer
 
class  WAAPIClient
 
class  Window
 
class  WindowCloseEvent
 
struct  WindowData
 
class  WindowFocusEvent
 
struct  WindowProps
 
class  WindowResizeEvent
 
class  WwiseFileDataSource
 

Typedefs

using GameObjectComponentGetter = std::function< Component *(std::weak_ptr< GameObject >)>
 
using GameObjectComponentFactory = std::function< Component *(std::weak_ptr< GameObject >)>
 
using GameObjectComponentDestructor = std::function< void(std::weak_ptr< GameObject >)>
 
using FieldOption = std::variant< HideInInspectorTag, EditorIconTag, FlattenTag, DisplayNameTag, TooltipTag, ReadOnlyTag, ColorTag >
 
using EventCallbackFn = std::function< void(Event &)>
 
typedef EngineDataType ComponentDataType
 
typedef EngineDataType ShaderDataType
 
using CameraPtr = std::shared_ptr< Camera >
 
using MaterialPtr = std::shared_ptr< Material >
 
typedef uint32_t MaterialID
 
typedef unsigned int GLenum
 
using ScenePtr = std::shared_ptr< Scene >
 
using ShaderPtr = std::shared_ptr< Shader >
 
using TexturePtr = std::shared_ptr< Texture >
 

Enumerations

enum class  EngineDataType {
  None = 0 , Bool , Int , Int2 ,
  Int3 , Int4 , Float , Float2 ,
  Float3 , Float4 , Mat3 , Mat4 ,
  Mat5 , Sampler2D , Custom , Unknown
}
 
enum  GameContextState {
  Initializing , EditorMode , Runtime , Paused ,
  Stopped
}
 
enum class  EventType {
  None = 0 , GameContextChanged , WindowClose , WindowResize ,
  WindowFocus , AppTick , AppUpdate , AppRender ,
  KeyPressed , KeyReleased , KeyTyped , MouseButtonPressed ,
  MouseButtonReleased , MouseMoved , MouseScrolled
}
 
enum  EventCategory : uint8_t {
  None = 0 , EventCategoryApplication = BIT(0) , EventCategoryInput = BIT(1) , EventCategoryKeyboard = BIT(2) ,
  EventCategoryMouse = BIT(3) , EventCategoryMouseButton = BIT(4) , EventCategoryGameContext = BIT(5)
}
 
enum  FrustumPlane {
  NEAR_PLANE = 0 , FAR_PLANE , TOP_PLANE , BOTTOM_PLANE ,
  RIGHT_PLANE , LEFT_PLANE
}
 
enum class  GraphicsContextState { UNINITIALIZED , ACTIVE , TERMINATED }
 
enum class  PrimitiveType : uint8_t {
  Cube , UVSphere , Cubesphere , Icosphere ,
  Cylinder , Capsule , Plane , Quad ,
  Torus
}
 
enum class  DrawPrimitiveType {
  Points , Lines , LineStrip , LineLoop ,
  Triangles , TriangleStrip , TriangleFan , Patches
}
 
enum class  TextureSource : uint8_t { File , Generated , RenderTarget }
 
enum class  TextureFormat : uint8_t {
  EMPTY = 0 , GRAYSCALE = 1 , RGB = 3 , RGBA = 4 ,
  DEPTH
}
 
enum class  TextureType : uint8_t {
  Diffuse , Specular , Normal , Height ,
  Cubemap , Ambient , Count
}
 
enum class  TextureState : uint8_t {
  Empty , Unloaded = Empty , Loading , Ready ,
  Loaded = Ready , Failed
}
 
enum class  TextureFilter : uint8_t { Nearest , Linear }
 
enum class  TextureWrap : uint8_t { Repeat , MirrorRepeat , ClampToEdge , ClampToBorder }
 
enum  SceneType { RuntimeScene , EditorScene , DebugScene }
 

Functions

ApplicationCreateApplication ()
 
uint32_t GetDataTypeCount (EngineDataType type)
 
uint32_t GetDataTypeSize (EngineDataType type)
 
uint32_t GetDataAPIType (EngineDataType type)
 
const char * GetGameContextStateName (GameContextState state)
 
std::ostream & operator<< (std::ostream &os, const Event &e)
 
void CreateBuffers (int32_t n, uint32_t *ids)
 
void NamedBufferData (uint32_t buffer, uint32_t target, size_t size, const void *data, uint32_t usage)
 
constexpr GLenum ToInternalFormat (TextureFormat format)
 
constexpr GLenum ToOpenGL (TextureFormat format)
 
constexpr GLenum ToOpenGLType (TextureFormat format)
 
constexpr GLenum ToOpenGL (TextureFilter filter)
 
constexpr GLenum ToOpenGL (TextureWrap wrap)
 
constexpr GLenum ToOpenGL (TextureType type)
 
std::unordered_map< uint32_t, std::unique_ptr< entt::registry > > & GetRegistryMap ()
 

Variables

const int ShaderDataTypeCount []
 
const int ShaderDataTypeSize []
 
const unsigned int ShaderDataAPIType []
 

Typedef Documentation

◆ CameraPtr

using Elevate::CameraPtr = typedef std::shared_ptr<Camera>

Definition at line 86 of file Camera.h.

◆ ComponentDataType

Definition at line 12 of file ComponentLayout.h.

◆ EventCallbackFn

using Elevate::EventCallbackFn = typedef std::function<void(Event&)>

Definition at line 9 of file Window.h.

◆ FieldOption

◆ GameObjectComponentDestructor

using Elevate::GameObjectComponentDestructor = typedef std::function<void(std::weak_ptr<GameObject>)>

Definition at line 22 of file Component.h.

◆ GameObjectComponentFactory

using Elevate::GameObjectComponentFactory = typedef std::function<Component* (std::weak_ptr<GameObject>)>

Definition at line 21 of file Component.h.

◆ GameObjectComponentGetter

using Elevate::GameObjectComponentGetter = typedef std::function<Component* (std::weak_ptr<GameObject>)>

Definition at line 20 of file Component.h.

◆ GLenum

typedef unsigned int Elevate::GLenum

Definition at line 7 of file OpenGLRendererAPI.h.

◆ MaterialID

typedef uint32_t Elevate::MaterialID

Definition at line 26 of file Material.h.

◆ MaterialPtr

using Elevate::MaterialPtr = typedef std::shared_ptr<Material>

Definition at line 24 of file Material.h.

◆ ScenePtr

typedef std::shared_ptr< Scene > Elevate::ScenePtr

Definition at line 12 of file Renderer.h.

◆ ShaderDataType

Definition at line 11 of file Buffer.h.

◆ ShaderPtr

typedef std::shared_ptr< Shader > Elevate::ShaderPtr

Definition at line 128 of file Shader.h.

◆ TexturePtr

using Elevate::TexturePtr = typedef std::shared_ptr<Texture>

Definition at line 13 of file Texture.h.

Enumeration Type Documentation

◆ DrawPrimitiveType

enum class Elevate::DrawPrimitiveType
strong
Enumerator
Points 
Lines 
LineStrip 
LineLoop 
Triangles 
TriangleStrip 
TriangleFan 
Patches 

Definition at line 16 of file RendererAPI.h.

◆ EngineDataType

enum class Elevate::EngineDataType
strong
Enumerator
None 
Bool 
Int 
Int2 
Int3 
Int4 
Float 
Float2 
Float3 
Float4 
Mat3 
Mat4 
Mat5 
Sampler2D 
Custom 
Unknown 

Definition at line 105 of file Data.h.

◆ EventCategory

enum Elevate::EventCategory : uint8_t
Enumerator
None 
EventCategoryApplication 
EventCategoryInput 
EventCategoryKeyboard 
EventCategoryMouse 
EventCategoryMouseButton 
EventCategoryGameContext 

Definition at line 20 of file Event.h.

21 {
22 None = 0,
29 };
#define BIT(x)
Definition Core.h:43
@ EventCategoryApplication
Definition Event.h:23
@ EventCategoryGameContext
Definition Event.h:28
@ EventCategoryMouse
Definition Event.h:26
@ EventCategoryInput
Definition Event.h:24
@ EventCategoryKeyboard
Definition Event.h:25
@ EventCategoryMouseButton
Definition Event.h:27

◆ EventType

enum class Elevate::EventType
strong
Enumerator
None 
GameContextChanged 
WindowClose 
WindowResize 
WindowFocus 
AppTick 
AppUpdate 
AppRender 
KeyPressed 
KeyReleased 
KeyTyped 
MouseButtonPressed 
MouseButtonReleased 
MouseMoved 
MouseScrolled 

Definition at line 10 of file Event.h.

◆ FrustumPlane

Enumerator
NEAR_PLANE 
FAR_PLANE 
TOP_PLANE 
BOTTOM_PLANE 
RIGHT_PLANE 
LEFT_PLANE 

Definition at line 24 of file Frustum.h.

25 {
26 NEAR_PLANE = 0,
32 };
@ RIGHT_PLANE
Definition Frustum.h:30
@ TOP_PLANE
Definition Frustum.h:28
@ FAR_PLANE
Definition Frustum.h:27
@ BOTTOM_PLANE
Definition Frustum.h:29
@ NEAR_PLANE
Definition Frustum.h:26
@ LEFT_PLANE
Definition Frustum.h:31

◆ GameContextState

Enumerator
Initializing 
EditorMode 
Runtime 
Paused 
Stopped 

Definition at line 5 of file GameContext.h.

6 {
10 Paused,
12 };
@ Initializing
Definition GameContext.h:7
@ EditorMode
Definition GameContext.h:8

◆ GraphicsContextState

enum class Elevate::GraphicsContextState
strong
Enumerator
UNINITIALIZED 
ACTIVE 
TERMINATED 

Definition at line 4 of file GraphicsContext.h.

◆ PrimitiveType

enum class Elevate::PrimitiveType : uint8_t
strong
Enumerator
Cube 
UVSphere 
Cubesphere 
Icosphere 
Cylinder 
Capsule 
Plane 
Quad 
Torus 

Definition at line 27 of file Mesh.h.

◆ SceneType

Enumerator
RuntimeScene 
EditorScene 
DebugScene 

Definition at line 28 of file Scene.h.

28 {
32 };
@ RuntimeScene
Definition Scene.h:29
@ DebugScene
Definition Scene.h:31
@ EditorScene
Definition Scene.h:30

◆ TextureFilter

enum class Elevate::TextureFilter : uint8_t
strong
Enumerator
Nearest 
Linear 

Definition at line 49 of file Texture.h.

◆ TextureFormat

enum class Elevate::TextureFormat : uint8_t
strong
Enumerator
EMPTY 
GRAYSCALE 
RGB 
RGBA 
DEPTH 

Definition at line 21 of file Texture.h.

◆ TextureSource

enum class Elevate::TextureSource : uint8_t
strong
Enumerator
File 
Generated 
RenderTarget 

Definition at line 15 of file Texture.h.

15 : uint8_t {
16 File, // Loaded from disk
17 Generated, // Created from color or procedural
18 RenderTarget // Created as framebuffer texture
19 };

◆ TextureState

enum class Elevate::TextureState : uint8_t
strong
Enumerator
Empty 
Unloaded 
Loading 
Ready 
Loaded 
Failed 

Definition at line 40 of file Texture.h.

40 : uint8_t {
41 Empty,
42 Unloaded = Empty, // Same as empty but for files
43 Loading,
44 Ready,
45 Loaded = Ready, // Same as ready but for files
46 Failed
47 };

◆ TextureType

enum class Elevate::TextureType : uint8_t
strong
Enumerator
Diffuse 
Specular 
Normal 
Height 
Cubemap 
Ambient 
Count 

Definition at line 29 of file Texture.h.

◆ TextureWrap

enum class Elevate::TextureWrap : uint8_t
strong
Enumerator
Repeat 
MirrorRepeat 
ClampToEdge 
ClampToBorder 

Definition at line 50 of file Texture.h.

Function Documentation

◆ CreateApplication()

Elevate::Application * Elevate::CreateApplication ( )

◆ CreateBuffers()

void Elevate::CreateBuffers ( int32_t  n,
uint32_t *  ids 
)
inline

Definition at line 14 of file OpenGLBuffer.cpp.

15 {
16#ifdef EE_SUPPORTS_DSA
17 glCreateBuffers(n, ids);
18#else
19 glGenBuffers(n, ids);
20#endif
21 }

◆ GetDataAPIType()

uint32_t Elevate::GetDataAPIType ( EngineDataType  type)
inline

Definition at line 125 of file Data.h.

125 {
126 return ShaderDataAPIType[static_cast<uint32_t>(type)];
127 }
const unsigned int ShaderDataAPIType[]
Definition Data.h:89

◆ GetDataTypeCount()

uint32_t Elevate::GetDataTypeCount ( EngineDataType  type)
inline

Definition at line 117 of file Data.h.

117 {
118 return ShaderDataTypeCount[static_cast<uint32_t>(type)];
119 }
const int ShaderDataTypeCount[]
Definition Data.h:54

◆ GetDataTypeSize()

uint32_t Elevate::GetDataTypeSize ( EngineDataType  type)
inline

Definition at line 121 of file Data.h.

121 {
122 return ShaderDataTypeSize[static_cast<uint32_t>(type)];
123 }
const int ShaderDataTypeSize[]
Definition Data.h:70

◆ GetGameContextStateName()

const char * Elevate::GetGameContextStateName ( GameContextState  state)

Definition at line 5 of file GameContext.cpp.

6 {
7 switch (state)
8 {
9 case Initializing: return "Initializing";
10 case EditorMode: return "EditorMode";
11 case Runtime: return "Runtime";
12 case Paused: return "Paused";
13 case Stopped: return "Stopped";
14 default: return "Unknown";
15 }
16 }

◆ GetRegistryMap()

std::unordered_map< uint32_t, std::unique_ptr< entt::registry > > & Elevate::GetRegistryMap ( )

Definition at line 6 of file ScenePrivate.cpp.

6 {
7 static std::unordered_map<uint32_t, std::unique_ptr<entt::registry>> s_RegistryMap;
8 return s_RegistryMap;
9 }

◆ NamedBufferData()

void Elevate::NamedBufferData ( uint32_t  buffer,
uint32_t  target,
size_t  size,
const void *  data,
uint32_t  usage 
)
inline

Definition at line 23 of file OpenGLBuffer.cpp.

23 {
24#ifdef EE_SUPPORTS_DSA
25 glNamedBufferData(buffer, size, data, usage);
26#else
27 glBindBuffer(target, buffer);
28 glBufferData(target, size, data, usage);
29#endif
30 }

◆ operator<<()

std::ostream & Elevate::operator<< ( std::ostream &  os,
const Event e 
)
inline

Definition at line 80 of file Event.h.

81 {
82 return os << e.ToString();
83 }
virtual std::string ToString() const
Definition Event.h:46

◆ ToInternalFormat()

constexpr GLenum Elevate::ToInternalFormat ( TextureFormat  format)
constexpr

Definition at line 15 of file OpenGLTexture.cpp.

15 {
16 switch (format) {
17 case TextureFormat::GRAYSCALE: return GL_R8; // 8-bit single channel
18 case TextureFormat::RGB: return GL_RGB8; // 8-bit RGB
19 case TextureFormat::RGBA: return GL_RGBA8; // 8-bit RGBA
20 case TextureFormat::DEPTH: return GL_DEPTH_COMPONENT24;
21 default: return GL_RGBA8;
22 }
23 }

◆ ToOpenGL() [1/4]

constexpr GLenum Elevate::ToOpenGL ( TextureFilter  filter)
constexpr

Definition at line 47 of file OpenGLTexture.cpp.

47 {
48 switch (filter) {
49 case TextureFilter::Nearest: return GL_NEAREST;
50 case TextureFilter::Linear: return GL_LINEAR;
51 default: return GL_NEAREST;
52 }
53 }

◆ ToOpenGL() [2/4]

constexpr GLenum Elevate::ToOpenGL ( TextureFormat  format)
constexpr

Definition at line 25 of file OpenGLTexture.cpp.

25 {
26 switch (format) {
27 case TextureFormat::EMPTY: return GL_NONE;
28 case TextureFormat::GRAYSCALE: return GL_RED;
29 case TextureFormat::RGB: return GL_RGB;
30 case TextureFormat::RGBA: return GL_RGBA;
31 case TextureFormat::DEPTH: return GL_DEPTH_COMPONENT;
32 //case TextureFormat::DEPTH16: return GL_DEPTH_COMPONENT16;
33 //case TextureFormat::DEPTH24: return GL_DEPTH_COMPONENT24;
34 //case TextureFormat::DEPTH32F: return GL_DEPTH_COMPONENT32F;
35 //case TextureFormat::DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
36 default: return GL_NONE;
37 }
38 }

◆ ToOpenGL() [3/4]

constexpr GLenum Elevate::ToOpenGL ( TextureType  type)
constexpr

Definition at line 65 of file OpenGLTexture.cpp.

65 {
66 switch (type) {
67 case TextureType::Cubemap: return GL_TEXTURE_CUBE_MAP;
68 default: return GL_TEXTURE_2D;
69 }
70 }

◆ ToOpenGL() [4/4]

constexpr GLenum Elevate::ToOpenGL ( TextureWrap  wrap)
constexpr

Definition at line 55 of file OpenGLTexture.cpp.

55 {
56 switch (wrap) {
57 case TextureWrap::Repeat: return GL_REPEAT;
58 case TextureWrap::MirrorRepeat: return GL_MIRRORED_REPEAT;
59 case TextureWrap::ClampToEdge: return GL_CLAMP_TO_EDGE;
60 case TextureWrap::ClampToBorder:return GL_CLAMP_TO_BORDER;
61 default: return GL_REPEAT;
62 }
63 }

◆ ToOpenGLType()

constexpr GLenum Elevate::ToOpenGLType ( TextureFormat  format)
constexpr

Definition at line 40 of file OpenGLTexture.cpp.

40 {
41 switch (format) {
42 case TextureFormat::DEPTH: return GL_FLOAT;
43 default: return GL_UNSIGNED_BYTE;
44 }
45 }

Variable Documentation

◆ ShaderDataAPIType

const unsigned int Elevate::ShaderDataAPIType[]
Initial value:
= {
}
#define EE_DATA_TYPE_Mat4
Definition Data.h:48
#define EE_DATA_TYPE_Int2
Definition Data.h:40
#define EE_DATA_TYPE_Float4
Definition Data.h:46
#define EE_DATA_TYPE_Mat3
Definition Data.h:47
#define EE_DATA_TYPE_Int
Definition Data.h:39
#define EE_DATA_TYPE_Bool
Definition Data.h:38
#define EE_DATA_TYPE_Float
Definition Data.h:43
#define EE_DATA_TYPE_Mat5
Definition Data.h:49
#define EE_DATA_TYPE_Int4
Definition Data.h:42
#define EE_DATA_TYPE_Float3
Definition Data.h:45
#define EE_DATA_TYPE_Int3
Definition Data.h:41
#define EE_DATA_TYPE_Float2
Definition Data.h:44
#define EE_DATA_TYPE_None
Definition Data.h:37

Definition at line 89 of file Data.h.

89 {
90 EE_DATA_TYPE_None, // None
91 EE_DATA_TYPE_Bool, // Bool
92 EE_DATA_TYPE_Int, // Int
93 EE_DATA_TYPE_Int2, // Int2
94 EE_DATA_TYPE_Int3, // Int3
95 EE_DATA_TYPE_Int4, // Int4
96 EE_DATA_TYPE_Float, // Float
97 EE_DATA_TYPE_Float2,// Float2
98 EE_DATA_TYPE_Float3,// Float3
99 EE_DATA_TYPE_Float4,// Float4
100 EE_DATA_TYPE_Mat3, // Mat3
101 EE_DATA_TYPE_Mat4, // Mat4
102 EE_DATA_TYPE_Mat5 // Mat5
103 };

◆ ShaderDataTypeCount

const int Elevate::ShaderDataTypeCount[]
Initial value:
= {
}
#define EE_DATA_COUNT_Mat5
Definition Data.h:32
#define EE_DATA_COUNT_Float2
Definition Data.h:27
#define EE_DATA_COUNT_Int3
Definition Data.h:24
#define EE_DATA_COUNT_Int
Definition Data.h:22
#define EE_DATA_COUNT_Int4
Definition Data.h:25
#define EE_DATA_COUNT_Mat3
Definition Data.h:30
#define EE_DATA_COUNT_None
Definition Data.h:20
#define EE_DATA_COUNT_Bool
Definition Data.h:21
#define EE_DATA_COUNT_Int2
Definition Data.h:23
#define EE_DATA_COUNT_Mat4
Definition Data.h:31
#define EE_DATA_COUNT_Float4
Definition Data.h:29
#define EE_DATA_COUNT_Float3
Definition Data.h:28
#define EE_DATA_COUNT_Float
Definition Data.h:26

Definition at line 54 of file Data.h.

54 {
55 EE_DATA_COUNT_None, // None
56 EE_DATA_COUNT_Bool, // Bool
57 EE_DATA_COUNT_Int, // Int
58 EE_DATA_COUNT_Int2, // Int2
59 EE_DATA_COUNT_Int3, // Int3
60 EE_DATA_COUNT_Int4, // Int4
61 EE_DATA_COUNT_Float, // Float
62 EE_DATA_COUNT_Float2,// Float2
63 EE_DATA_COUNT_Float3,// Float3
64 EE_DATA_COUNT_Float4,// Float4
65 EE_DATA_COUNT_Mat3, // Mat3
66 EE_DATA_COUNT_Mat4, // Mat4
67 EE_DATA_COUNT_Mat5 // Mat5
68 };

◆ ShaderDataTypeSize

const int Elevate::ShaderDataTypeSize[]
Initial value:
= {
}
#define EE_DATA_SIZE_Float4
Definition Data.h:15
#define EE_DATA_SIZE_Mat5
Definition Data.h:18
#define EE_DATA_SIZE_Int3
Definition Data.h:10
#define EE_DATA_SIZE_Float
Definition Data.h:12
#define EE_DATA_SIZE_Int
Definition Data.h:8
#define EE_DATA_SIZE_Float2
Definition Data.h:13
#define EE_DATA_SIZE_None
Definition Data.h:6
#define EE_DATA_SIZE_Mat4
Definition Data.h:17
#define EE_DATA_SIZE_Bool
Definition Data.h:7
#define EE_DATA_SIZE_Int2
Definition Data.h:9
#define EE_DATA_SIZE_Int4
Definition Data.h:11
#define EE_DATA_SIZE_Float3
Definition Data.h:14
#define EE_DATA_SIZE_Mat3
Definition Data.h:16

Definition at line 70 of file Data.h.

70 {
71 EE_DATA_SIZE_None, // None
72 EE_DATA_SIZE_Bool, // Bool
73 EE_DATA_SIZE_Int, // Int
74 EE_DATA_SIZE_Int2, // Int2
75 EE_DATA_SIZE_Int3, // Int3
76 EE_DATA_SIZE_Int4, // Int4
77 EE_DATA_SIZE_Float, // Float
78 EE_DATA_SIZE_Float2,// Float2
79 EE_DATA_SIZE_Float3,// Float3
80 EE_DATA_SIZE_Float4,// Float4
81 EE_DATA_SIZE_Mat3, // Mat3
82 EE_DATA_SIZE_Mat4, // Mat4
83 EE_DATA_SIZE_Mat5, // Mat5
84 EE_DATA_SIZE_None, // Sampler2D
85 EE_DATA_SIZE_None, // Custom
86 EE_DATA_SIZE_None // Unknown
87 };