Keyframes Layers trueSKY Actor

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namespace crossplatform

Include: Sky/BaseAtmosphericsRenderer.h

Classes and Structures

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  

Functions

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)

Functions

void DrawGrid(simul::crossplatform::GraphicsDeviceContext deviceContext, vec3 centrePos, float square_size, float brightness, int numLines)

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.

void GetCameraPosVector(float v, float dcam_pos, float view_dir, float up)

Get the camera position, direction, and up-vector, from a view matrix v.

float const * GetCameraPosVector(float v)

Get the camera position from a view matrix.

void MakeCentredViewProjMatrix(float vp, float view, float proj)

Make a viewProj matrix, but ignore the view position.

void MakeInvViewProjMatrix(float ivp, float v, float p)

Make an inverse viewProj matrix, which converts clip position to worldspace direction.

void MakeInvWorldViewProjMatrix(float ivp, float world, float v, float p)

Make an inverse worldViewProj matrix, which converts clip position to worldspace direction.

void MakeViewProjMatrix(float vp, float view, float proj)

Make a viewProj matrix, which converts worldspace into clip position.

void MakeWorldViewProjMatrix(float wvp, float world, float view, float proj)

Make a worldViewProj matrix.

void Multiply(vec3d ret, simul::crossplatform::Quaterniond q, vec3d v)

Multiply, or rotate, vec3d v by q, return the value in vec3d ret. v and ret must have size 3.

vec4 ViewportToTexCoordsXYWH(simul::crossplatform::Viewport vi, simul::crossplatform::Texture t)

Given a viewport struct and a texture, get the texture coordinates that viewport represents within the texture.

vec4 ViewportToTexCoordsXYWH(int4 vi, simul::crossplatform::Texture t)

Given a viewport struct and a texture, get the texture coordinates that viewport represents within the texture.

Enums

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 ——————————————- 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