Rendu
A lightweight rendering engine for experimentations
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CAnimated< T >Wraps an animated property so that the initial value is preserved
 CAnimated< glm::mat4 >
 CAnimated< glm::vec3 >
 CAnimationAn animation is a transformation evaluated at each frame and applied to an object
 CApplicationBase structure of an application
 CConfig::ArgumentInfoInformations about an argument
 CAsyncTextureTaskRequest 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::AtmosphereAtmosphere general shader
 CGPUShaders::Frag::Atmosphere_debugAtmosphere debug fragment shader
 CGPUShaders::Common::Atmosphere::AtmosphereParameters
 CSky::AtmosphereParametersAtmosphere parameters. Default values correspond to Earth-like atmosphere
 CGPUShaders::Frag::Background_forwardBackground forward fragment shader
 CGPUShaders::Frag::Background_gbufferBackground gbuffer fragment shader
 CGPUShaders::Frag::Background_infinityBackground infinity fragment shader
 CGPUShaders::Vert::Background_infinityBackground infinity vertex shader
 CGPUShaders::Frag::BilateralBilateral fragment shader
 CBilateralBlurApply 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::BloomBloom fragment shader
 CGPUShaders::Frag::Blur_gaussianBlur gaussian fragment shader
 CShaderEditor::BoolOptionBoolean flag parameter
 CBoundingBoxRepresent the smallest axis-aligne box containing a given object or region of space
 CBoundingSphereRepresent the sphere of smallest radius containing a given object or region of space
 CGPUShaders::Frag::Box_blur_2d_arrayBox blur 2d array fragment shader
 CGPUShaders::Frag::Box_blur_2d_array_approxBox blur 2d array approx fragment shader
 CGPUShaders::Frag::Box_blur_cubeBox blur cube fragment shader
 CGPUShaders::Vert::Box_blur_cubeBox blur cube vertex shader
 CGPUShaders::Frag::Box_blur_cube_approxBox blur cube approx fragment shader
 CGPUShaders::Frag::Box_blur_cube_arrayBox blur cube array fragment shader
 CGPUShaders::Frag::Box_blur_cube_array_approxBox blur cube array approx fragment shader
 CBoxBlurApplies a box blur of fixed radius 2. Correspond to uniformly averaging values over a 5x5 square window
 CGPUShaders::Frag::Brdf_samplerBrdf sampler fragment shader
 CGPUShaders::Frag::Brush_colorBrush color fragment shader
 CGPUShaders::Vert::Brush_colorBrush color vertex shader
 CBufferGeneral purpose GPU buffer, with different use types determining its memory type, visibility and access pattern
 CProgram::BufferDefBuffer reflection information
 CCameraThis 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
 CCodableProvides helpers for serialization/deserialization of basic types
 CGPUShaders::Frag::Colored_objectColored object fragment shader
 CGPUShaders::Vert::Colored_objectColored object vertex shader
 CShaderEditor::ColorOptionRGB Color parameter
 CGPUShaders::Common::ColorsColors general shader
 CGPUShaders::Common::Common_parallaxCommon parallax general shader
 CGPUShaders::Common::Common_pbrCommon pbr general shader
 CConfigContains configurable elements as attributes, populated from the command line, a configuration file or default values
 CGPUShaders::Common::ConstantsConstants general shader
 CControllerRepresents a joystick or any additional controller
 CController::ControllerButtonThe state of a controller button
 CConvolutionPyramidImplements 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_convoCubemap convo fragment shader
 CCullerSelect and sort objects based on visibility and distance criteria
 CGPUShaders::Frag::Debug_texture_displayDebug texture display fragment shader
 CDebugViewerProvide 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
 CDeferredProbeApply a probe onto the lighting buffer by rendering a box. The probe contribution weight is accumulated in the alpha channel
 CDescriptorAllocatorManage descriptor set allocations by creating and reusing internal descriptor pools
 CDescriptorAllocator::DescriptorPoolDescriptor pool management info
 CDescriptorSetDescriptor set allocation
 CGPUShaders::Frag::Directional_light_pbrDirectional light pbr fragment shader
 CRaycasterVisualisation::DisplayNode
 CCuller::DistPair
 CGPUShaders::Frag::Dof_cocDof coc fragment shader
 CGPUShaders::Frag::Dof_gatherDof gather fragment shader
 CGPUShaders::Frag::DownscaleDownscale fragment shader
 CProgram::DynamicBufferStateInternal state for a dynamic uniform buffer
 CPipelineCache::EntryStore a pipeline along with part of the information used to generate it
 CTerrain::ErosionSettings
 CGPUShaders::Vert::Far_ocean_islandFar ocean island vertex shader
 CResources::FileInfosProperties of a resource file
 CGPUShaders::Frag::Fill_colorFill color fragment shader
 CGPUShaders::Frag::FilterFilter fragment shader
 CShaderEditor::FloatOptionFloat parameter
 CGPUShaders::Frag::Flood_fillFlood fill fragment shader
 CFloodFillerPerform 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
 CFontFont loading and storage: texture atlas, codepoints supported, dimensions of each glyph
 CGPUShaders::Frag::Font_sdfFont sdf fragment shader
 CGPUShaders::Vert::Font_sdfFont sdf vertex shader
 CGPUShaders::Common::Forward_lightsForward lights general shader
 CForwardProbeStore environment probes data for forward rendering in a GPU buffer
 CFrustumRepresent a 3D frustum, volume defined by the intersection of six planes
 CGPUShaders::Frag::FxaaFxaa fragment shader
 CGameHandles communication between the different game components (renderers, player, menus) and the player actions
 CGameMenuA game menu containing buttons, toggles and images
 CGaussianBlurApplies an approximate gaussian blur using a dual filtering approach
 CTerrain::GenerationSettings
 CGPUShaders::Common::GeometryGeometry general shader
 CGPUShaders::Common::Gerstner_wavesGerstner waves general shader
 CIslandApp::GerstnerWave
 CFont::GlyphA font glyph bounding box, in UV space
 CGPUProvide utility functions to communicate with the driver and GPU
 CGPUBufferStore data in a GPU buffer
 CGPUContextGlobal GPU context, storing all structures used for resource allocation and tracking, operations recording and rendering
 CForwardLight::GPULightRepresent a light on the GPU for the forward renderer
 CGPUMarkerInserted 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
 CGPUMeshStore vertices and triangles data on the GPU, linked by an array object
 CGPUShaders::Common::Forward_lights::GPUPackedLightRepresent a light in the forward renderer
 CGPUShaders::Common::Forward_lights::GPUPackedProbeRepresent an environment probe
 CForwardProbe::GPUProbeRepresent a probe on the GPU for the forward renderer
 CGPUQueryRepresent a GPU query, automatically buffered and retrieved
 CGPUStateInternal GPU state ; not all API options are exposed, only these that can be toggled in Rendu
 CGPUTextureStore a texture data on the GPU
 CGPUShaders::Vert::Ground_islandGround island vertex shader
 CRaycaster::Hit
 CImageRepresents an image composed of pixels with values in [0,1]. Provide image loading/saving utilities, for both LDR and HDR images
 CGPUShaders::Frag::Image_displayImage display fragment shader
 CGPUShaders::Vert::Image_displayImage display vertex shader
 CProgram::ImageDefImage-sampler reflection information
 CInputThe input manager is responsible for updating the internal input states (keyboard, mouse, window size). It can also be use to query back these states
 CIntersectionProvide helpers for basic analytic intersections
 CShaderEditor::IntOptionInteger parameter
 CInput::KeyboardKeyKeyboard state
 CKeyValuesRepresent a key-values tuple
 CGPUShaders::Frag::LaplacianLaplacian fragment shader
 CLaplacianIntegratorCompute 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
 CLibraryThe library provides a few commonly-used resources without having to set them up or query them from the resources manager
 CGPUShaders::Common::Common_pbr::LightAnalytic light data. Some members might only be valid for some types of lights
 CLightA general light with adjustable color intensity, that can cast shadows
 CGPUShaders::Frag::Light_debugLight debug fragment shader
 CGPUShaders::Frag::Light_shadow_basicLight shadow basic fragment shader
 CGPUShaders::Frag::Light_shadow_linear_basicLight shadow linear basic fragment shader
 CGPUShaders::Frag::Light_shadow_linear_varianceLight shadow linear variance fragment shader
 CGPUShaders::Vert::Light_shadow_linear_vertexLight shadow linear vertex vertex shader
 CGPUShaders::Frag::Light_shadow_varianceLight shadow variance fragment shader
 CGPUShaders::Vert::Light_shadow_vertexLight shadow vertex vertex shader
 CLightProbeStore environment lighting for reflections
 CLightRendererBase structure of a per-light specialized renderer
 CLoadDetailed operation to perform when binding a texture (starting a renderpass)
 CRandom::LocalMT19937A MT19937 generator seeded using the shared generator. Used to provide per-thread MT19937 generators in a thread-safe way
 CProgram::UniformDef::LocationUniform location
 CLogProvides logging utilities, either to the standard/error output or to a file, with multiple criticality levels
 CDebugViewer::MarkerCategoryInfos
 CDebugViewer::MarkerInfos
 CCompositeObj::MaterialOBJ material descriptor
 CGPUShaders::Common::Materials::Material
 CMaterialRepresent a surface material, including textures describing the surface parameters
 CSceneExport::MaterialContain exported texture infos for a given material
 CMaterialGGXCPU 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::MaterialsMaterials general shader
 CMaterialSkyCPU methods for evaluating the atmospheric scattering model used by the sky background
 CGPUShaders::Frag::Menu_buttonMenu button fragment shader
 CGPUShaders::Vert::Menu_buttonMenu button vertex shader
 CGPUShaders::Vert::Menu_imageMenu image vertex shader
 CMenuButtonRepresents a button in a menu
 CMenuImageRepresents a fixed image displayed in a menu
 CMenuLabelA dynamic text label
 CMeshRepresents a geometric mesh composed of vertices, other attributes and triangles
 CDebugViewer::MeshInfos
 CTerrain::MeshSettings
 CGPU::Metrics
 CMesh::MetricsInformation on a geometric mesh
 CMikktspaceWrapper
 CGPUTexture::MipViewsAggregate views for each view
 CInput::MouseButtonMouse state
 CInput::MouseCursorMouse cursor state
 CRaycaster::Node
 CCompositeObj::ObjectAssociate a mesh and a material
 CObjectRepresent a 3D textured object
 CGPUShaders::Frag::Object_anisotropic_forwardObject anisotropic forward fragment shader
 CGPUShaders::Frag::Object_anisotropic_gbufferObject anisotropic gbuffer fragment shader
 CGPUShaders::Vert::Object_basicObject basic vertex shader
 CGPUShaders::Frag::Object_basic_colorObject basic color fragment shader
 CGPUShaders::Vert::Object_basic_colorObject basic color vertex shader
 CGPUShaders::Frag::Object_basic_litObject basic lit fragment shader
 CGPUShaders::Vert::Object_basic_litObject basic lit vertex shader
 CGPUShaders::Vert::Object_basic_lit_textureObject basic lit texture vertex shader
 CGPUShaders::Vert::Object_basic_randomObject basic random vertex shader
 CGPUShaders::Vert::Object_basic_textureObject basic texture vertex shader
 CGPUShaders::Frag::Object_clearcoat_forwardObject clearcoat forward fragment shader
 CGPUShaders::Frag::Object_clearcoat_gbufferObject clearcoat gbuffer fragment shader
 CGPUShaders::Frag::Object_emissive_forwardObject emissive forward fragment shader
 CGPUShaders::Frag::Object_emissive_gbufferObject emissive gbuffer fragment shader
 CGPUShaders::Frag::Object_forwardObject forward fragment shader
 CGPUShaders::Vert::Object_forwardObject forward vertex shader
 CGPUShaders::Frag::Object_gbufferObject gbuffer fragment shader
 CGPUShaders::Vert::Object_gbufferObject gbuffer vertex shader
 CGPUShaders::Frag::Object_iridescent_forwardObject iridescent forward fragment shader
 CGPUShaders::Frag::Object_iridescent_gbufferObject iridescent gbuffer fragment shader
 CGPUShaders::Frag::Object_parallax_forwardObject parallax forward fragment shader
 CGPUShaders::Vert::Object_parallax_forwardObject parallax forward vertex shader
 CGPUShaders::Frag::Object_parallax_gbufferObject parallax gbuffer fragment shader
 CGPUShaders::Vert::Object_parallax_gbufferObject parallax gbuffer vertex shader
 CGPUShaders::Frag::Object_prepass_forwardObject prepass forward fragment shader
 CGPUShaders::Vert::Object_prepass_forwardObject prepass forward vertex shader
 CGPUShaders::Frag::Object_sheen_forwardObject sheen forward fragment shader
 CGPUShaders::Frag::Object_sheen_gbufferObject sheen gbuffer fragment shader
 CGPUShaders::Frag::Object_subsurface_forwardObject subsurface forward fragment shader
 CGPUShaders::Frag::Object_subsurface_gbufferObject subsurface gbuffer fragment shader
 CGPUShaders::Frag::Object_transparent_forwardObject transparent forward fragment shader
 CGPUShaders::Frag::Object_transparent_irid_forwardObject transparent irid forward fragment shader
 CCompositeObj::ObjectMaterialUseAssociate an object and a material with geometry in an OBJ
 CGPUShaders::Frag::Ocean_islandOcean island fragment shader
 CGPUShaders::TessControl::Ocean_islandOcean island tesselation control shader
 CGPUShaders::TessEval::Ocean_islandOcean island tesselation evaluation shader
 CGPUShaders::Vert::Ocean_islandOcean island vertex shader
 CPaintingToolUtility presenting a canvas to the user, along with a brush tool to paint on it using different shapes
 CGPUShaders::Vert::PassthroughPassthrough vertex shader
 CGPUShaders::Frag::Passthrough_shiftPassthrough shift fragment shader
 CPlayer::PathPointA sample along the snake path
 CPathTracerUnidirectional 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
 CPerlinNoiseGenerate 3D perlin noise and multi-layered noise
 CPipelineCacheCreate and reuse GPU pipelines based on a given state. This supports both graphics and compute pipelines
 CPipelineCache::PipelineToDeleteInformation for buffered pipeline deletion
 CPlayerPlayer state and animations
 CGPUShaders::Frag::Point_light_pbrPoint light pbr fragment shader
 CPoissonFillerSolve a membrane interpolation ("Poisson filling") problem, using a filter as described in Convolution Pyramids, Farbman et al., 2011
 CGPUShaders::Common::Common_pbr::ProbeEnvironment probe data
 CProbeA probe can be used to capture the appareance of a scene at a given location as a 360° cubemap
 CGPUShaders::Frag::Probe_debugProbe debug fragment shader
 CGPUShaders::Vert::Probe_debugProbe debug vertex shader
 CGPUShaders::Frag::Probe_pbrProbe pbr fragment shader
 CProgramRepresents a group of shaders used for rendering
 CResources::ProgramInfos
 CQueryPerform CPU duration measurement between two time points
 CQueryAllocatorManages 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
 CRandomGenerate seedable random numbers of various types and in multiple intervals. Handles per-thread random number generators
 CCompositeObj::RawGeometryContains all the geometry information from an OBJ file
 CRayRepresent a ray, shot from a given position in a specific direction
 CRaycasterAllows to cast rays against a polygonal mesh, on the CPU. Relies on an internal acceleration structure to speed up intersection queries
 CRaycasterVisualisationHelper that can generate information on a raycaster internal data: BVH visualisation, etc
 CShadowMap::Region
 CRendererBase structure of a renderer
 CGPUState::RenderPassCurrent rendering pass information
 CResourcesThe Resources manager is responsible for all resources loading and setup
 CResourceToDeleteRequest for the buffered deletion of a resource. Any of the handles stored below is optional, depending on the kind of resource being deleted
 CSamplerLibraryManage 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::SamplersSamplers general shader
 CSamplerLibrary::SamplerSettingsSampler parameters
 CGPUShaders::Frag::Scale_textureScale texture fragment shader
 CSceneRepresents a 3D environment composed of objects, a background and additional environment lighting informations, along with serialization support
 CPostProcessStack::SettingsPost processing stack settings
 CGPUShaders::Frag::ShaderbenchShaderbench fragment shader
 CGPUShaders::Vert::ShaderbenchShaderbench vertex shader
 CShaderCompilerRelies on glslang to compile GLSL shaders to SPIR-V and SPIRV-Cross to generate reflection data
 CGPUShaders::Frag::Shadow_islandShadow island fragment shader
 CGPUShaders::Common::Shadow_mapsShadow maps general shader
 CShadowMapStore shadowing information as a map generated from the light viewpoint
 CGPUShaders::Vert::Skybox_basicSkybox basic vertex shader
 CGPUShaders::Vert::Skybox_infinitySkybox infinity vertex shader
 CGPUShaders::Frag::Skybox_shcoeffsSkybox shcoeffs fragment shader
 CGPUShaders::Frag::Spot_light_pbrSpot light pbr fragment shader
 CGPUShaders::Frag::SsaoSsao fragment shader
 CSSAOComputes screen space ambient occlusion from a depth and view-space normal buffer (brought to [0,1])
 CProgram::StagePer-stage reflection information
 CGPUMesh::StateInternal GPU state for pipeline compatibility
 CProgram::StateProgram pipeline state
 CDebugViewer::StateInfos
 CProgram::StaticBufferStateInternal state for a static (external) uniform buffer
 CSwapchainA swapchain handles the creation and presentation of the backbuffer, along with GPU work submission and synchronization
 CSystemPerforms system basic operations such as directory creation, timing, threading, file picking
 CTerrainGenerate a terrain with Perlin noise and erosion. Represent the terrain, regrouping elevation and shadow data and the underlying GPU representation to render it
 CTextureRepresents a texture containing one or more images, stored on the CPU and/or GPU
 CDebugViewer::TextureInfos
 CProgram::TextureStateInternal state for an image
 CTextUtilitiesProvides utilities process strings
 CGPUShaders::Frag::TonemapTonemap fragment shader
 CRaycaster::TriangleInfos
 CProgram::UniformDefUniform reflection information
 CGPUShaders::Frag::UpscaleUpscale fragment shader
 CGPUShaders::Common::UtilsUtils general shader
 CShaderEditor::VecOption4D Vector parameter
 CGPUShaders::Common::Gerstner_waves::Wave
 CWindowRepresent an OS window and its associated rendering context