Include: | Sky/BaseAtmosphericsRenderer.h |
class BaseRenderer | |
struct CommandLineParams | |
struct ContextState | |
struct DisjointQueryStruct | |
class DisplaySurfaceManager | |
struct EffectDefineOptions | |
class EffectTechniqueGroup | |
struct Frustum | |
class GpuProfiler | |
class GpuProfilingInterface | |
class GraphicsDeviceInterface | |
struct LayoutDesc | |
class LensFlare | |
struct MixedResolutionStruct | |
struct MouseCameraInput | |
struct MouseCameraState | |
class PlatformRendererInterface | |
struct RasterizerDesc | |
class RenderDelegater | |
struct RenderStateDesc | |
struct RenderTargetFormatDesc | |
struct ShaderResource | |
class SphericalHarmonics | |
class TextRenderer | |
struct TextureCreate | |
class TextureView | |
class View | |
class ViewManager |
void | DrawGrid(simul::crossplatform::GraphicsDeviceContext deviceContext, vec3 centrePos, float square_size, float brightness, int numLines) |
void | GetCameraPosVector(float v, float dcam_pos, float view_dir, float up) |
float const * | GetCameraPosVector(float v) |
void | MakeCentredViewProjMatrix(float vp, float view, float proj) |
void | MakeInvViewProjMatrix(float ivp, float v, float p) |
void | MakeInvWorldViewProjMatrix(float ivp, float world, float v, float p) |
void | MakeViewProjMatrix(float vp, float view, float proj) |
void | MakeWorldViewProjMatrix(float wvp, float world, float view, float proj) |
void | Multiply(vec3d ret, simul::crossplatform::Quaterniond q, vec3d v) |
vec4 | ViewportToTexCoordsXYWH(simul::crossplatform::Viewport vi, simul::crossplatform::Texture t) |
vec4 | ViewportToTexCoordsXYWH(int4 vi, simul::crossplatform::Texture t) |
Draw a horizontal grid in 3D.
[in,out] deviceContext Context for the device. [in] centrePos Origin of the grid in 3D. [in] square_size Spacing between lines - in whatever units the renderer is working in. [in] brightness Brightness of the lines. [in] numLines Number of gridlines to draw.
Get the camera position, direction, and up-vector, from a view matrix v.
Get the camera position from a view matrix.
Make a viewProj matrix, but ignore the view position.
Make an inverse viewProj matrix, which converts clip position to worldspace direction.
Make an inverse worldViewProj matrix, which converts clip position to worldspace direction.
Make a viewProj matrix, which converts worldspace into clip position.
Multiply, or rotate, vec3d v by q, return the value in vec3d ret. v and ret must have size 3.
Given a viewport struct and a texture, get the texture coordinates that viewport represents within the texture.
Given a viewport struct and a texture, get the texture coordinates that viewport represents within the texture.
CullFaceMode < Enable the scissor rectangle for a viewport.
DepthTextureStyle How to interpret the depth texture.
FrontFace < Cull front and back faces.
NearFarPass Values that represent what pass to render, be it the near pass, the far, or both: far to render target 0, near to render target 1.
PixelFormat A cross-platform equivalent to the OpenGL and DirectX pixel formats
PixelOutputFormat Pixel formats for pixel shader output - only relevant for some API’s.
PolygonMode < Counter-clockwise is front-facing.
PolygonOffsetMode < Render polygons as solid/filled.
RenderPlatformType Should correspond to UnityGfxRenderer
ResourceTransition Type of resource transition, some platforms used this (dx12)
ShaderBuildMode Tells the renderer what to do with shader source to get binaries. values can be combined, e.g. ALWAYS_BUILD | TRY_AGAIN_ON_FAIL |
ShaderType
OpenGL | Direct3D
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Vertex Shader | Vertex Shader
Tessellation Control | Hull Shader
Tessellation Evaluation | Domain Shader
Geometry Shader | Geometry Shader
Fragment Shader | Pixel Shader
Compute Shader | Compute Shader
Topology A cross-platform equivalent to the OpenGL and DirectX vertex topology formats