Everything related to graphics.
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fge::LightSystem * | fge::GetDefaultLightSystem (fge::Scene &scene) |
| Get the default light system from a scene property.
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FGE_API char const | fge::res::gDefaultVertexShader [] |
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FGE_API char const | fge::res::gDefaultFragmentShader [] |
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FGE_API char const | fge::res::gDefaultFragmentTextureShader [] |
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FGE_API unsigned int const | fge::res::gDefaultVertexShaderSize |
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FGE_API unsigned int const | fge::res::gDefaultFragmentShaderSize |
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FGE_API unsigned int const | fge::res::gDefaultFragmentTextureShaderSize |
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FGE_API bool | fge::shader::CompileAndLinkShader (fge::vulkan::Shader::Type type, char const *shaderIn, int shaderInSize, std::vector< uint32_t > &shaderOut, char const *shaderName, char const *entryPointName, bool debugBuild, bool isHlsl) |
| Public API access to glslang.
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FGE_API bool | fge::shader::SaveSpirVToBinaryFile (std::vector< uint32_t > const &spirv, std::filesystem::path const &path) |
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Everything related to graphics.
◆ LightSystem
An fge::Tunnel class that regroups all the lights and obstacles as a tunnel.
◆ CompileAndLinkShader()
FGE_API bool fge::shader::CompileAndLinkShader |
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fge::vulkan::Shader::Type | type, |
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char const * | shaderIn, |
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int | shaderInSize, |
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std::vector< uint32_t > & | shaderOut, |
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char const * | shaderName, |
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char const * | entryPointName, |
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bool | debugBuild, |
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bool | isHlsl ) |
Public API access to glslang.
- Parameters
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type | The shader type |
shaderIn | The shader input |
shaderInSize | The shader input size |
shaderOut | The shader output (SPIR-V) |
shaderName | The shader name |
entryPointName | The entry point name |
debugBuild | If the shader must be compiled with debug symbols |
isHlsl | If the shader is in HLSL language or false for GLSL |
- Returns
- true if the shader was successfully compiled, false otherwise
◆ GetDefaultLightSystem()
Get the default light system from a scene property.
- Parameters
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scene | The scene to get the light system from |
- Returns
- The default light system
◆ gDefaultVertexShader
FGE_API char const fge::res::gDefaultVertexShader[] |
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All shaders here is in GLSL language