Rendu
A lightweight rendering engine for experimentations
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CAnimated< T > | Wraps an animated property so that the initial value is preserved |
CAnimated< glm::mat4 > | |
CAnimated< glm::vec3 > | |
►CAnimation | An animation is a transformation evaluated at each frame and applied to an object |
►CApplication | Base structure of an application |
CConfig::ArgumentInfo | Informations about an argument |
CAsyncTextureTask | Request for an asynchronous texture download. Data has been copied from the source texture to a buffer during the frame. The readback of the buffer to the CPU has to be performed once the frame is complete |
CGPUShaders::Common::Atmosphere | Atmosphere general shader |
CGPUShaders::Frag::Atmosphere_debug | Atmosphere debug fragment shader |
CGPUShaders::Common::Atmosphere::AtmosphereParameters | |
CSky::AtmosphereParameters | Atmosphere parameters. Default values correspond to Earth-like atmosphere |
CGPUShaders::Frag::Background_forward | Background forward fragment shader |
CGPUShaders::Frag::Background_gbuffer | Background gbuffer fragment shader |
CGPUShaders::Frag::Background_infinity | Background infinity fragment shader |
CGPUShaders::Vert::Background_infinity | Background infinity vertex shader |
CGPUShaders::Frag::Bilateral | Bilateral fragment shader |
CBilateralBlur | Apply an approximate bilateral blur to a texture. This can be used to blur while preserving edges, or even to upscale and blur a small texture. The approximate implementation in Rendu is based on the one demonstrated in G3D (McGuire M., Mara M., Majercik Z., http://casual-effects.com/g3d, 2017), and relies on a separable Gaussian blur with adjusted weights and an extra step distance |
CGPUShaders::Frag::Bloom | Bloom fragment shader |
CGPUShaders::Frag::Blur_gaussian | Blur gaussian fragment shader |
CShaderEditor::BoolOption | Boolean flag parameter |
CBoundingBox | Represent the smallest axis-aligne box containing a given object or region of space |
CBoundingSphere | Represent the sphere of smallest radius containing a given object or region of space |
CGPUShaders::Frag::Box_blur_2d_array | Box blur 2d array fragment shader |
CGPUShaders::Frag::Box_blur_2d_array_approx | Box blur 2d array approx fragment shader |
CGPUShaders::Frag::Box_blur_cube | Box blur cube fragment shader |
CGPUShaders::Vert::Box_blur_cube | Box blur cube vertex shader |
CGPUShaders::Frag::Box_blur_cube_approx | Box blur cube approx fragment shader |
CGPUShaders::Frag::Box_blur_cube_array | Box blur cube array fragment shader |
CGPUShaders::Frag::Box_blur_cube_array_approx | Box blur cube array approx fragment shader |
CBoxBlur | Applies a box blur of fixed radius 2. Correspond to uniformly averaging values over a 5x5 square window |
CGPUShaders::Frag::Brdf_sampler | Brdf sampler fragment shader |
CGPUShaders::Frag::Brush_color | Brush color fragment shader |
CGPUShaders::Vert::Brush_color | Brush color vertex shader |
►CBuffer | General purpose GPU buffer, with different use types determining its memory type, visibility and access pattern |
CProgram::BufferDef | Buffer reflection information |
►CCamera | This class represents a camera as used in real-time rendering APIs. It provides a view and projection matrices, and handles their proper update |
CTerrain::Cell | |
CCodable | Provides helpers for serialization/deserialization of basic types |
CGPUShaders::Frag::Colored_object | Colored object fragment shader |
CGPUShaders::Vert::Colored_object | Colored object vertex shader |
CShaderEditor::ColorOption | RGB Color parameter |
CGPUShaders::Common::Colors | Colors general shader |
CGPUShaders::Common::Common_parallax | Common parallax general shader |
CGPUShaders::Common::Common_pbr | Common pbr general shader |
►CConfig | Contains configurable elements as attributes, populated from the command line, a configuration file or default values |
CGPUShaders::Common::Constants | Constants general shader |
►CController | Represents a joystick or any additional controller |
CController::ControllerButton | The state of a controller button |
CConvolutionPyramid | Implements a multiscale scheme for approximating convolution with large filters. This is the basis of the technique described in Convolution Pyramids, Farbman et al., 2011. A set of filter parameters can be estimated through an offline optimization for each desired task: gradient field integration, seamless image cloning, background filling, or scattered data interpolation |
CGPUShaders::Frag::Cubemap_convo | Cubemap convo fragment shader |
CCuller | Select and sort objects based on visibility and distance criteria |
CGPUShaders::Frag::Debug_texture_display | Debug texture display fragment shader |
CDebugViewer | Provide helper GUI to display the content of textures and mesh infos. This can be useful to validate the content rendered to a specific texture when debugging |
CDeferredProbe | Apply a probe onto the lighting buffer by rendering a box. The probe contribution weight is accumulated in the alpha channel |
CDescriptorAllocator | Manage descriptor set allocations by creating and reusing internal descriptor pools |
CDescriptorAllocator::DescriptorPool | Descriptor pool management info |
CDescriptorSet | Descriptor set allocation |
CGPUShaders::Frag::Directional_light_pbr | Directional light pbr fragment shader |
CRaycasterVisualisation::DisplayNode | |
CCuller::DistPair | |
CGPUShaders::Frag::Dof_coc | Dof coc fragment shader |
CGPUShaders::Frag::Dof_gather | Dof gather fragment shader |
CGPUShaders::Frag::Downscale | Downscale fragment shader |
CProgram::DynamicBufferState | Internal state for a dynamic uniform buffer |
CPipelineCache::Entry | Store a pipeline along with part of the information used to generate it |
CTerrain::ErosionSettings | |
CGPUShaders::Vert::Far_ocean_island | Far ocean island vertex shader |
CResources::FileInfos | Properties of a resource file |
CGPUShaders::Frag::Fill_color | Fill color fragment shader |
CGPUShaders::Frag::Filter | Filter fragment shader |
CShaderEditor::FloatOption | Float parameter |
CGPUShaders::Frag::Flood_fill | Flood fill fragment shader |
CFloodFiller | Perform an approximate flood fill on the GPU, outputing a color filled image or a distance map. Implement the method described in Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform, Rong et al., 2006 |
CFont | Font loading and storage: texture atlas, codepoints supported, dimensions of each glyph |
CGPUShaders::Frag::Font_sdf | Font sdf fragment shader |
CGPUShaders::Vert::Font_sdf | Font sdf vertex shader |
CGPUShaders::Common::Forward_lights | Forward lights general shader |
CForwardProbe | Store environment probes data for forward rendering in a GPU buffer |
CFrustum | Represent a 3D frustum, volume defined by the intersection of six planes |
CGPUShaders::Frag::Fxaa | Fxaa fragment shader |
CGame | Handles communication between the different game components (renderers, player, menus) and the player actions |
CGameMenu | A game menu containing buttons, toggles and images |
CGaussianBlur | Applies an approximate gaussian blur using a dual filtering approach |
CTerrain::GenerationSettings | |
CGPUShaders::Common::Geometry | Geometry general shader |
CGPUShaders::Common::Gerstner_waves | Gerstner waves general shader |
CIslandApp::GerstnerWave | |
CFont::Glyph | A font glyph bounding box, in UV space |
CGPU | Provide utility functions to communicate with the driver and GPU |
CGPUBuffer | Store data in a GPU buffer |
CGPUContext | Global GPU context, storing all structures used for resource allocation and tracking, operations recording and rendering |
CForwardLight::GPULight | Represent a light on the GPU for the forward renderer |
CGPUMarker | Inserted a marker on the current render or upload command buffer. These markers are visible in profling and debugging tools such as Renderdoc, as are object debug labels |
CGPUMesh | Store vertices and triangles data on the GPU, linked by an array object |
CGPUShaders::Common::Forward_lights::GPUPackedLight | Represent a light in the forward renderer |
CGPUShaders::Common::Forward_lights::GPUPackedProbe | Represent an environment probe |
CForwardProbe::GPUProbe | Represent a probe on the GPU for the forward renderer |
CGPUQuery | Represent a GPU query, automatically buffered and retrieved |
CGPUState | Internal GPU state ; not all API options are exposed, only these that can be toggled in Rendu |
CGPUTexture | Store a texture data on the GPU |
CGPUShaders::Vert::Ground_island | Ground island vertex shader |
CRaycaster::Hit | |
CImage | Represents an image composed of pixels with values in [0,1]. Provide image loading/saving utilities, for both LDR and HDR images |
CGPUShaders::Frag::Image_display | Image display fragment shader |
CGPUShaders::Vert::Image_display | Image display vertex shader |
CProgram::ImageDef | Image-sampler reflection information |
CInput | The input manager is responsible for updating the internal input states (keyboard, mouse, window size). It can also be use to query back these states |
CIntersection | Provide helpers for basic analytic intersections |
CShaderEditor::IntOption | Integer parameter |
CInput::KeyboardKey | Keyboard state |
CKeyValues | Represent a key-values tuple |
CGPUShaders::Frag::Laplacian | Laplacian fragment shader |
CLaplacianIntegrator | Compute the laplacian field of a RGB image before reconstructing the initial image through integration, using a filter as described in Convolution Pyramids, Farbman et al., 2011 |
CLibrary | The library provides a few commonly-used resources without having to set them up or query them from the resources manager |
CGPUShaders::Common::Common_pbr::Light | Analytic light data. Some members might only be valid for some types of lights |
►CLight | A general light with adjustable color intensity, that can cast shadows |
CGPUShaders::Frag::Light_debug | Light debug fragment shader |
CGPUShaders::Frag::Light_shadow_basic | Light shadow basic fragment shader |
CGPUShaders::Frag::Light_shadow_linear_basic | Light shadow linear basic fragment shader |
CGPUShaders::Frag::Light_shadow_linear_variance | Light shadow linear variance fragment shader |
CGPUShaders::Vert::Light_shadow_linear_vertex | Light shadow linear vertex vertex shader |
CGPUShaders::Frag::Light_shadow_variance | Light shadow variance fragment shader |
CGPUShaders::Vert::Light_shadow_vertex | Light shadow vertex vertex shader |
CLightProbe | Store environment lighting for reflections |
►CLightRenderer | Base structure of a per-light specialized renderer |
CLoad | Detailed operation to perform when binding a texture (starting a renderpass) |
CRandom::LocalMT19937 | A MT19937 generator seeded using the shared generator. Used to provide per-thread MT19937 generators in a thread-safe way |
CProgram::UniformDef::Location | Uniform location |
CLog | Provides logging utilities, either to the standard/error output or to a file, with multiple criticality levels |
CDebugViewer::MarkerCategoryInfos | |
CDebugViewer::MarkerInfos | |
CCompositeObj::Material | OBJ material descriptor |
CGPUShaders::Common::Materials::Material | |
CMaterial | Represent a surface material, including textures describing the surface parameters |
CSceneExport::Material | Contain exported texture infos for a given material |
CMaterialGGX | CPU methods for evaluating the Cook-Torrance BRDF (Lambert+GGX/Towbridge-Reitz) for a given set of parameters, and sample a ray following the distribution of normals |
CGPUShaders::Common::Materials | Materials general shader |
CMaterialSky | CPU methods for evaluating the atmospheric scattering model used by the sky background |
CGPUShaders::Frag::Menu_button | Menu button fragment shader |
CGPUShaders::Vert::Menu_button | Menu button vertex shader |
CGPUShaders::Vert::Menu_image | Menu image vertex shader |
►CMenuButton | Represents a button in a menu |
CMenuImage | Represents a fixed image displayed in a menu |
CMenuLabel | A dynamic text label |
CMesh | Represents a geometric mesh composed of vertices, other attributes and triangles |
CDebugViewer::MeshInfos | |
CTerrain::MeshSettings | |
CGPU::Metrics | |
CMesh::Metrics | Information on a geometric mesh |
CMikktspaceWrapper | |
CGPUTexture::MipViews | Aggregate views for each view |
CInput::MouseButton | Mouse state |
CInput::MouseCursor | Mouse cursor state |
CRaycaster::Node | |
CCompositeObj::Object | Associate a mesh and a material |
►CObject | Represent a 3D textured object |
CGPUShaders::Frag::Object_anisotropic_forward | Object anisotropic forward fragment shader |
CGPUShaders::Frag::Object_anisotropic_gbuffer | Object anisotropic gbuffer fragment shader |
CGPUShaders::Vert::Object_basic | Object basic vertex shader |
CGPUShaders::Frag::Object_basic_color | Object basic color fragment shader |
CGPUShaders::Vert::Object_basic_color | Object basic color vertex shader |
CGPUShaders::Frag::Object_basic_lit | Object basic lit fragment shader |
CGPUShaders::Vert::Object_basic_lit | Object basic lit vertex shader |
CGPUShaders::Vert::Object_basic_lit_texture | Object basic lit texture vertex shader |
CGPUShaders::Vert::Object_basic_random | Object basic random vertex shader |
CGPUShaders::Vert::Object_basic_texture | Object basic texture vertex shader |
CGPUShaders::Frag::Object_clearcoat_forward | Object clearcoat forward fragment shader |
CGPUShaders::Frag::Object_clearcoat_gbuffer | Object clearcoat gbuffer fragment shader |
CGPUShaders::Frag::Object_emissive_forward | Object emissive forward fragment shader |
CGPUShaders::Frag::Object_emissive_gbuffer | Object emissive gbuffer fragment shader |
CGPUShaders::Frag::Object_forward | Object forward fragment shader |
CGPUShaders::Vert::Object_forward | Object forward vertex shader |
CGPUShaders::Frag::Object_gbuffer | Object gbuffer fragment shader |
CGPUShaders::Vert::Object_gbuffer | Object gbuffer vertex shader |
CGPUShaders::Frag::Object_iridescent_forward | Object iridescent forward fragment shader |
CGPUShaders::Frag::Object_iridescent_gbuffer | Object iridescent gbuffer fragment shader |
CGPUShaders::Frag::Object_parallax_forward | Object parallax forward fragment shader |
CGPUShaders::Vert::Object_parallax_forward | Object parallax forward vertex shader |
CGPUShaders::Frag::Object_parallax_gbuffer | Object parallax gbuffer fragment shader |
CGPUShaders::Vert::Object_parallax_gbuffer | Object parallax gbuffer vertex shader |
CGPUShaders::Frag::Object_prepass_forward | Object prepass forward fragment shader |
CGPUShaders::Vert::Object_prepass_forward | Object prepass forward vertex shader |
CGPUShaders::Frag::Object_sheen_forward | Object sheen forward fragment shader |
CGPUShaders::Frag::Object_sheen_gbuffer | Object sheen gbuffer fragment shader |
CGPUShaders::Frag::Object_subsurface_forward | Object subsurface forward fragment shader |
CGPUShaders::Frag::Object_subsurface_gbuffer | Object subsurface gbuffer fragment shader |
CGPUShaders::Frag::Object_transparent_forward | Object transparent forward fragment shader |
CGPUShaders::Frag::Object_transparent_irid_forward | Object transparent irid forward fragment shader |
CCompositeObj::ObjectMaterialUse | Associate an object and a material with geometry in an OBJ |
CGPUShaders::Frag::Ocean_island | Ocean island fragment shader |
CGPUShaders::TessControl::Ocean_island | Ocean island tesselation control shader |
CGPUShaders::TessEval::Ocean_island | Ocean island tesselation evaluation shader |
CGPUShaders::Vert::Ocean_island | Ocean island vertex shader |
CPaintingTool | Utility presenting a canvas to the user, along with a brush tool to paint on it using different shapes |
CGPUShaders::Vert::Passthrough | Passthrough vertex shader |
CGPUShaders::Frag::Passthrough_shift | Passthrough shift fragment shader |
CPlayer::PathPoint | A sample along the snake path |
CPathTracer | Unidirectional path tracer. Generates renderings of a scene by emitting rays from the user viewpoint and letting them bounce in the scene, forming paths. Lighting and materials contributions are accumulated along each path to compute the color of the associated sample |
CPerlinNoise | Generate 3D perlin noise and multi-layered noise |
CPipelineCache | Create and reuse GPU pipelines based on a given state. This supports both graphics and compute pipelines |
CPipelineCache::PipelineToDelete | Information for buffered pipeline deletion |
CPlayer | Player state and animations |
CGPUShaders::Frag::Point_light_pbr | Point light pbr fragment shader |
CPoissonFiller | Solve a membrane interpolation ("Poisson filling") problem, using a filter as described in Convolution Pyramids, Farbman et al., 2011 |
CGPUShaders::Common::Common_pbr::Probe | Environment probe data |
CProbe | A probe can be used to capture the appareance of a scene at a given location as a 360° cubemap |
CGPUShaders::Frag::Probe_debug | Probe debug fragment shader |
CGPUShaders::Vert::Probe_debug | Probe debug vertex shader |
CGPUShaders::Frag::Probe_pbr | Probe pbr fragment shader |
CProgram | Represents a group of shaders used for rendering |
CResources::ProgramInfos | |
CQuery | Perform CPU duration measurement between two time points |
CQueryAllocator | Manages GPU queries allocation in a set of pools. Pools need to be buffered per frame so that we can retrieve the previous frame queries while the current queries are running |
CRandom | Generate seedable random numbers of various types and in multiple intervals. Handles per-thread random number generators |
CCompositeObj::RawGeometry | Contains all the geometry information from an OBJ file |
CRay | Represent a ray, shot from a given position in a specific direction |
CRaycaster | Allows to cast rays against a polygonal mesh, on the CPU. Relies on an internal acceleration structure to speed up intersection queries |
CRaycasterVisualisation | Helper that can generate information on a raycaster internal data: BVH visualisation, etc |
CShadowMap::Region | |
►CRenderer | Base structure of a renderer |
CGPUState::RenderPass | Current rendering pass information |
CResources | The Resources manager is responsible for all resources loading and setup |
CResourceToDelete | Request for the buffered deletion of a resource. Any of the handles stored below is optional, depending on the kind of resource being deleted |
CSamplerLibrary | Manage all samplers for GPU textures. Samplers are shared between all shader programs, and directly specified in the shaders based on use. All samplers are stored in a unique, shared descriptor set appended to all other sets (set #3) |
CGPUShaders::Common::Samplers | Samplers general shader |
CSamplerLibrary::SamplerSettings | Sampler parameters |
CGPUShaders::Frag::Scale_texture | Scale texture fragment shader |
CScene | Represents a 3D environment composed of objects, a background and additional environment lighting informations, along with serialization support |
CPostProcessStack::Settings | Post processing stack settings |
CGPUShaders::Frag::Shaderbench | Shaderbench fragment shader |
CGPUShaders::Vert::Shaderbench | Shaderbench vertex shader |
CShaderCompiler | Relies on glslang to compile GLSL shaders to SPIR-V and SPIRV-Cross to generate reflection data |
CGPUShaders::Frag::Shadow_island | Shadow island fragment shader |
CGPUShaders::Common::Shadow_maps | Shadow maps general shader |
►CShadowMap | Store shadowing information as a map generated from the light viewpoint |
CGPUShaders::Vert::Skybox_basic | Skybox basic vertex shader |
CGPUShaders::Vert::Skybox_infinity | Skybox infinity vertex shader |
CGPUShaders::Frag::Skybox_shcoeffs | Skybox shcoeffs fragment shader |
CGPUShaders::Frag::Spot_light_pbr | Spot light pbr fragment shader |
CGPUShaders::Frag::Ssao | Ssao fragment shader |
CSSAO | Computes screen space ambient occlusion from a depth and view-space normal buffer (brought to [0,1]) |
CProgram::Stage | Per-stage reflection information |
CGPUMesh::State | Internal GPU state for pipeline compatibility |
CProgram::State | Program pipeline state |
CDebugViewer::StateInfos | |
CProgram::StaticBufferState | Internal state for a static (external) uniform buffer |
CSwapchain | A swapchain handles the creation and presentation of the backbuffer, along with GPU work submission and synchronization |
CSystem | Performs system basic operations such as directory creation, timing, threading, file picking |
CTerrain | Generate a terrain with Perlin noise and erosion. Represent the terrain, regrouping elevation and shadow data and the underlying GPU representation to render it |
CTexture | Represents a texture containing one or more images, stored on the CPU and/or GPU |
CDebugViewer::TextureInfos | |
CProgram::TextureState | Internal state for an image |
CTextUtilities | Provides utilities process strings |
CGPUShaders::Frag::Tonemap | Tonemap fragment shader |
CRaycaster::TriangleInfos | |
CProgram::UniformDef | Uniform reflection information |
CGPUShaders::Frag::Upscale | Upscale fragment shader |
CGPUShaders::Common::Utils | Utils general shader |
CShaderEditor::VecOption | 4D Vector parameter |
CGPUShaders::Common::Gerstner_waves::Wave | |
CWindow | Represent an OS window and its associated rendering context |