Rendering Engine 0.2.9
Modular Graphics Rendering Engine | v0.2.9
material_types.hpp File Reference
#include <string>
#include <vector>
#include <cstdint>
#include <cstring>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>

Go to the source code of this file.

Classes

struct  rendering_engine::MaterialParameterLayoutEntry
 Describes the layout of a single packed parameter inside a uniform buffer. More...
 
struct  rendering_engine::MaterialSettings
 Settings required to define a material instance. More...
 
struct  rendering_engine::PackedMaterialData
 Contains the raw buffer data and layout metadata of packed material parameters. More...
 

Namespaces

namespace  rendering_engine
 

Macros

#define GLM_FORCE_RADIANS
 
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
 

Enumerations

enum class  rendering_engine::MaterialDomain { rendering_engine::Surface3D , rendering_engine::Sprite2D }
 Specifies the rendering domain where the material is used. More...
 
enum class  rendering_engine::BlendMode { rendering_engine::Opaque , rendering_engine::Translucent }
 Specifies how the material handles transparency. More...
 
enum class  rendering_engine::ShadingModel { rendering_engine::Lit , rendering_engine::Unlit }
 Specifies the shading model used by the material. More...
 

Variables

static const std::vector< MaterialParameterLayoutEntry > rendering_engine::Font2DLayout
 
static const std::vector< MaterialParameterLayoutEntry > rendering_engine::Rectangle2DLayout
 

Macro Definition Documentation

◆ GLM_FORCE_DEPTH_ZERO_TO_ONE

#define GLM_FORCE_DEPTH_ZERO_TO_ONE

Definition at line 14 of file material_types.hpp.

◆ GLM_FORCE_RADIANS

#define GLM_FORCE_RADIANS

Definition at line 13 of file material_types.hpp.