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FastEngine 0.9.5
A multiplayer oriented 2D engine made with Vulkan.
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Everything related to graphics. More...
Classes | |
| class | fge::Font |
| This class is a wrapper for the font manager to allow easy manipulation. More... | |
| class | fge::Shader |
| This class is a wrapper for the shader manager to allow easy manipulation. More... | |
| class | fge::Texture |
| This class is a wrapper for the texture manager to allow easy manipulation. More... | |
| class | fge::TileLayer |
| A tile layer contain a matrix of global tile id and a list of TileSet. More... | |
| class | fge::TileLayer::Tile |
| A tile that contain drawing information and its global id. More... | |
| class | fge::ObjectGroupLayer |
| An object group layer contain some objects defined by the user. More... | |
| struct | fge::TileData |
| A tile structure that contain mostly the texture rectangle and data. More... | |
| class | fge::TileSet |
| A class that represent a set of tiles that can be used in a TileLayer. More... | |
| class | fge::RenderResourceTransform |
| Resource containing transform information for rendering. More... | |
| class | fge::RenderResourceInstances |
| Resource containing instances information for rendering. More... | |
| class | fge::RenderResourceTextures |
| Resource containing textures information for rendering. More... | |
| class | fge::RenderResourceDescriptors |
| Resource containing descriptor sets information for rendering. More... | |
| class | fge::RenderResourcePushConstants |
| Resource containing push constants information for rendering. More... | |
| class | fge::RenderStates |
| The RenderStates class contains all the information needed to render something. More... | |
| class | fge::Surface |
| Abstraction of SDL_Surface. More... | |
| class | fge::View |
| Define a camera in a 2D scene. More... | |
| class | fge::anim::AnimationManager |
| Manage animations. More... | |
| class | fge::font::FontManager |
| Manage fonts. More... | |
| class | fge::shader::ShaderManager |
| Manage shaders. More... | |
| class | fge::texture::TextureManager |
| Manage textures. More... | |
| class | fge::LightComponent |
| A base class that define a light component. More... | |
| class | fge::LightObstacle |
| A base class to define an obstacle for the light system. More... | |
Typedefs | |
| using | fge::LightSystem = fge::Tunnel<fge::LightComponent> |
| An fge::Tunnel class that regroups all the lights and obstacles as a tunnel. | |
Functions | |
| fge::LightSystem * | fge::GetDefaultLightSystem (fge::Scene &scene) |
| Get the default light system from a scene property. | |
| FGE_API char const | fge::res::gDefaultVertexShader [] |
| FGE_API char const | fge::res::gDefaultFragmentShader [] |
| FGE_API char const | fge::res::gDefaultFragmentTextureShader [] |
| FGE_API unsigned int const | fge::res::gDefaultVertexShaderSize |
| FGE_API unsigned int const | fge::res::gDefaultFragmentShaderSize |
| FGE_API unsigned int const | fge::res::gDefaultFragmentTextureShaderSize |
| 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. | |
| FGE_API bool | fge::shader::SaveSpirVToBinaryFile (std::vector< uint32_t > const &spirv, std::filesystem::path const &path) |
Everything related to graphics.
An fge::Tunnel class that regroups all the lights and obstacles as a tunnel.
| 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.
| 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 |
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inline |
Get the default light system from a scene property.
| scene | The scene to get the light system from |
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extern |
All shaders here is in GLSL language