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Engine²
Open-source game engine written in C++.
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#include "Logger.hpp"#include "component/GPUCamera.hpp"#include "component/GPUMaterial.hpp"#include "component/GPUMesh.hpp"#include "component/GPUTransform.hpp"#include "core/Core.hpp"#include "entity/Entity.hpp"#include "resource/AMultipleExecutionRenderPass.hpp"#include "resource/buffer/CameraGPUBuffer.hpp"#include "resource/buffer/DirectionalLightBuffer.hpp"#include "resource/buffer/PointLightsBuffer.hpp"#include "utils/DefaultMaterial.hpp"#include "utils/PointLights.hpp"#include "utils/shader/BufferBindGroupLayoutEntry.hpp"#include "utils/shader/SamplerBindGroupLayoutEntry.hpp"#include "utils/shader/TextureBindGroupLayoutEntry.hpp"#include <entt/core/hashed_string.hpp>#include <string_view>Go to the source code of this file.
Classes | |
| class | DefaultPipeline::Resource::Shadow |
Namespaces | |
| namespace | DefaultPipeline |
| namespace | DefaultPipeline::Resource |
Variables | |
| static constexpr std::string_view | DefaultPipeline::Resource::SHADOW_PASS_OUTPUT = "SHADOW_PASS_OUTPUT" |
| static const entt::hashed_string | DefaultPipeline::Resource::SHADOW_PASS_OUTPUT_ID {SHADOW_PASS_OUTPUT.data(), SHADOW_PASS_OUTPUT.size()} |
| static constexpr std::string_view | DefaultPipeline::Resource::SHADOW_PASS_NAME = "SHADOW_PASS" |
| static const entt::hashed_string | DefaultPipeline::Resource::SHADOW_PASS_ID {SHADOW_PASS_NAME.data(), SHADOW_PASS_NAME.size()} |
| static constexpr std::string_view | DefaultPipeline::Resource::SHADOW_SHADER_NAME = "SHADOW_SHADER" |
| static const entt::hashed_string | DefaultPipeline::Resource::SHADOW_SHADER_ID |
| static constexpr std::string_view | DefaultPipeline::Resource::SHADOW_BINDGROUP_TEXTURES_NAME = "SHADOW_BINDGROUP_TEXTURES" |
| static const entt::hashed_string | DefaultPipeline::Resource::SHADOW_BINDGROUP_TEXTURES_ID |
| static constexpr std::string_view | DefaultPipeline::Resource::SHADOW_SHADER_CONTENT |