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Fling Engine
0.00.1
Fling Engine is a game engine written in Vulkan
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Namespaces | |
| GraphicsHelpers | |
| Initializers | |
| ParseHelpers | |
| ShaderProgramReflections | |
| Stats | |
| VkConfig | |
Data Structures | |
| struct | AttachmentCreateInfo |
| Describes the attributes of an attachment to be created. More... | |
| class | BaseEditor |
| The BaseEditor of the Fling Engine. More... | |
| class | Buffer |
| A Buffer represents a Vulkan buffer with a size, buffer pointer, and buffer memory. More... | |
| class | Camera |
| Base class for camera, meant to be overridden. More... | |
| struct | CameraInfoUbo |
| class | CircularBuffer |
| A simple circular buffer that will allow you get the next element in a buffer It does not ensure that the item is not in use, but simply loops around. More... | |
| class | CommandBuffer |
| Encapsulates functionality of a Vulkan Command buffer. More... | |
| class | Cubemap |
| class | DebugSubpass |
| struct | DeferredLightSettings |
| Settings for the max directional lights and max point lights. More... | |
| class | DepthBuffer |
| struct | DescriptorInfo |
| class | DesktopWindow |
| Base class that represents a window to the Fling Engine using GLFW. More... | |
| struct | DirectionalLight |
| Simple representation of a directional light for Fling. More... | |
| class | Engine |
| Core engine class of Fling. More... | |
| class | File |
| A file is a basic text file that contains a basic text file. More... | |
| class | FileBrowser |
| class | FirstPersonCamera |
| A simple first person camera. More... | |
| class | FlingConfig |
| Provide simple access to engine configuration options from an INI file #TODO Parse command line options as well. More... | |
| struct | FlingPaths |
| Static set of useful engine paths and directories. More... | |
| class | FlingWindow |
| Base class that represents a window to the Fling Engine. More... | |
| class | FrameBuffer |
| struct | FrameBufferAttachment |
| class | FreeList |
| Helpful for allocating/freeing objects of a certain size which have to be created/destroeyed dynamically. More... | |
| class | Game |
| The game class is mean to be overridden on a per-game instance. More... | |
| class | GeometrySubpass |
| The geometry subpass is in charge of sending the geometry portion of the Deferred pipeline to the GPU. More... | |
| class | GraphicsPipeline |
| class | HDRImage |
| Loads image R16G16B16_SFLOAT file formats exmplae file format : .hdr. More... | |
| struct | Id |
| class | ImGuiSubpass |
| class | Input |
| Base input class for polling input in the Fling Engine. More... | |
| class | Instance |
| The instance is a representation of this application graphics instance in Vulkan. More... | |
| class | JsonFile |
| A JsonFile provides an interface for easily using JSON files. More... | |
| class | Key |
| struct | KeyNames |
| class | Level |
| A level contains active objects and provides the environment for the player. More... | |
| struct | Lighting |
| struct | LightingUbo |
| Uniform buffer for passing lights to our final screen pass. More... | |
| class | Logger |
| Singleton class that allows logging to the console as well as async to a file. More... | |
| class | LogicalDevice |
| A logical device represents the application view of the device. More... | |
| class | Material |
| A material represents what properties should be given to a set of shaders. More... | |
| class | MeshRenderer |
| class | Model |
| A model represents a 3D model (.obj files for now) with vertices and indecies. More... | |
| struct | MousePos |
| represents the current mouse position in screen space More... | |
| class | MovingAverage |
| A moving average can be used to calculate things like FPS. More... | |
| class | Multisampler |
| A multi-sampler will allow us to enable MSAA. More... | |
| struct | NameComponent |
| class | NonCopyable |
| Class that removes the copy operator and constructor. More... | |
| class | OffscreenSubpass |
| struct | OffscreenUBO |
| UBO for mesh data. More... | |
| struct | PBRTextures |
| the properties of a PBR More... | |
| class | PhysicalDevice |
| A physical device represents the Vulkan physical device (the GPU) that we are currently using. More... | |
| struct | PointLight |
| Simple representation of a point light in Light Vox. More... | |
| class | Random |
| class | RenderPipeline |
| A render pipeline encapsulates the functionality of a. More... | |
| class | Resource |
| Base class that represents a loaded resource in the engine. More... | |
| class | ResourceManager |
| The resource manager handles loading of files off disk. More... | |
| class | Shader |
| Class that represents what a shader is in the Fling engine. More... | |
| class | ShaderProgram |
| class | Singleton |
| Class that can have only one instance. More... | |
| class | StackAllocator |
| class | Subpass |
| A subpass represents one part of a RenderPipeline. More... | |
| class | Swapchain |
| Represents a swap chain that can be used throughout the program. More... | |
| struct | SwapChainSupportDetails |
| class | Texture |
| An image represents a 2D file that has data about each pixel in the image. More... | |
| class | Timing |
| struct | Transform |
| struct | UboSkyboxVS |
| struct | UboVS |
| Representation of what vertex data of the dynamic UBO that there is only one of. More... | |
| struct | Version |
| struct | Vertex |
| Basic Vertex outline for use with our vertex buffers. More... | |
| class | VulkanApp |
| Core rendering functionality of the Fling Engine. More... | |
| struct | WindowProps |
| Window creation data. More... | |
| class | World |
| The world holds all active levels in the game. More... | |
Typedefs | |
| typedef entt::hashed_string | Guid |
| typedef entt::hashed_string::hash_type | Guid_Handle |
Enumerations | |
| enum | KeyState : UINT8 { KeyState::NONE, KeyState::DOWN, KeyState::UP } |
| enum | ShaderProgramType { ShaderProgramType::PBR = 0, ShaderProgramType::Reflection = 1, ShaderProgramType::Deferred = 2, ShaderProgramType::MAX_COUNT } |
| enum | PipelineFlags { DEFERRED = (1u << 0), REFLECTIONS = (1u << 1), IMGUI = (1u << 2), CUBEMAP = (1u << 3), DEBUG = (1u << 4), ALL = 0xff } |
| Configuration that can determine what render pipelines will be added to this application. More... | |
Functions | |
| std::ostream & | operator<< (std::ostream &t_OutStream, const Fling::Transform &t_Transform) |
| void * | AlignedAlloc (size_t t_Size, size_t t_Alignment) |
| void | AlignedFree (void *t_Data) |
| uintptr_t | AlignAddress (uintptr_t t_Addr, size_t t_Align) |
| template<typename T > | |
| T * | AlignPointer (T *t_Ptr, size_t t_Align) |
Variables | |
| static const unsigned | VULKAN_NUM_DESCRIPTOR_SETS = 4 |
| static const unsigned | VULKAN_NUM_BINDINGS = 16 |
| static const unsigned | VULKAN_NUM_ATTACHMENTS = 8 |
| static const unsigned | VULKAN_NUM_VERTEX_ATTRIBS = 16 |
| static const unsigned | VULKAN_NUM_VERTEX_BUFFERS = 4 |
| static const unsigned | VULKAN_PUSH_CONSTANT_SIZE = 128 |
| static const unsigned | VULKAN_UBO_SIZE = 16 * 1024 |
| static const unsigned | VULKAN_NUM_SPEC_CONSTANTS = 8 |
| static bool | bGlfwInitalized = false |
| const std::vector< VkDynamicState > | DYNAMIC_STATES = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH } |
| static Guid | INVALID_GUID = { "INVALID_GUID"_hs } |
| std::chrono::high_resolution_clock::time_point | sStartTime |
| typedef entt::hashed_string Fling::Guid |
| typedef entt::hashed_string::hash_type Fling::Guid_Handle |
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| enum Fling::PipelineFlags |
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| void * Fling::AlignedAlloc | ( | size_t | t_Size, |
| size_t | t_Alignment | ||
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| void Fling::AlignedFree | ( | void * | t_Data | ) |
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| std::ostream& Fling::operator<< | ( | std::ostream & | t_OutStream, |
| const Fling::Transform & | t_Transform | ||
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| const std::vector<VkDynamicState> Fling::DYNAMIC_STATES = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH } |
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| std::chrono::high_resolution_clock::time_point Fling::sStartTime |
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1.8.13