Engine²
Open-source game engine written in C++.
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Here is a list of all namespace variables with links to the namespace documentation for each variable:
- a -
AMBIENT_LIGHT_BIND_GROUP_ID :
DefaultPipeline::Utils
AMBIENT_LIGHT_BIND_GROUP_NAME :
DefaultPipeline::Utils
AMBIENT_LIGHT_BUFFER_ID :
DefaultPipeline::Utils
AMBIENT_LIGHT_BUFFER_NAME :
DefaultPipeline::Utils
- c -
const :
wgpu
- d -
Default :
wgpu
DEFAULT_HEIGHT :
Window::System
DEFAULT_MATERIAL_BIND_GROUP_ID :
DefaultPipeline::Utils
DEFAULT_MATERIAL_BIND_GROUP_NAME :
DefaultPipeline::Utils
DEFAULT_MATERIAL_ID :
DefaultPipeline::Utils
DEFAULT_MATERIAL_NAME :
DefaultPipeline::Utils
DEFAULT_SAMPLER_ID :
Graphic::Utils
DEFAULT_SAMPLER_NAME :
Graphic::Utils
DEFAULT_TEXTURE_ID :
Graphic::Utils
DEFAULT_TEXTURE_NAME :
Graphic::Utils
DEFAULT_WIDTH :
Window::System
DEFERRED_BINDGROUP_TEXTURES_ID :
DefaultPipeline::Resource
DEFERRED_BINDGROUP_TEXTURES_NAME :
DefaultPipeline::Resource
DEFERRED_PASS_ID :
DefaultPipeline::Resource
DEFERRED_PASS_NAME :
DefaultPipeline::Resource
DEFERRED_PASS_OUTPUT :
DefaultPipeline::Resource
DEFERRED_PASS_OUTPUT_ID :
DefaultPipeline::Resource
DEFERRED_SHADE_CONTENT :
DefaultPipeline::Resource
DEFERRED_SHADER_ID :
DefaultPipeline::Resource
DEFERRED_SHADER_NAME :
DefaultPipeline::Resource
DIRECTIONAL_LIGHTS_BUFFER_ID :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_BUFFER_NAME :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_SHADOW_BINDGROUP_ID :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_SHADOW_BINDGROUP_NAME :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_SHADOW_SAMPLER_ID :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_SHADOW_SAMPLER_NAME :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_SHADOW_TEXTURE_ID :
DefaultPipeline::Utils
DIRECTIONAL_LIGHTS_SHADOW_TEXTURE_NAME :
DefaultPipeline::Utils
- e -
EMPTY_TEXTURE_ID :
Graphic::Utils
EMPTY_TEXTURE_NAME :
Graphic::Utils
END_DEPTH_RENDER_TEXTURE_ID :
Graphic::System
END_RENDER_TEXTURE_ID :
Graphic::Utils
ENTITY_ID_MASK :
Physics::Utils
- f -
firstVertex :
wgpu
- g -
GBUFFER_PASS_ID :
DefaultPipeline::Resource
GBUFFER_PASS_NAME :
DefaultPipeline::Resource
GBUFFER_PASS_OUTPUT_ALBEDO :
DefaultPipeline::Resource
GBUFFER_PASS_OUTPUT_ALBEDO_ID :
DefaultPipeline::Resource
GBUFFER_PASS_OUTPUT_DEPTH :
DefaultPipeline::Resource
GBUFFER_PASS_OUTPUT_DEPTH_ID :
DefaultPipeline::Resource
GBUFFER_PASS_OUTPUT_NORMAL :
DefaultPipeline::Resource
GBUFFER_PASS_OUTPUT_NORMAL_ID :
DefaultPipeline::Resource
GBUFFER_SHADE_CONTENT :
DefaultPipeline::Resource
GBUFFER_SHADER_ID :
DefaultPipeline::Resource
GBUFFER_SHADER_NAME :
DefaultPipeline::Resource
- i -
instanceCount :
wgpu
- k -
kDefaultWindowHeight :
RmluiUsage::Demo
kDefaultWindowWidth :
RmluiUsage::Demo
kSandboxDefaultRcss :
demo_setup
- l -
LIGHTS_BIND_GROUP_ID :
DefaultPipeline::Utils
LIGHTS_BIND_GROUP_NAME :
DefaultPipeline::Utils
- m -
MAX_DIRECTIONAL_LIGHTS :
DefaultPipeline::Utils
MAX_POINT_LIGHTS :
DefaultPipeline::Utils
MOVING :
Physics::Utils::Layers
- n -
NON_MOVING :
Physics::Utils::Layers
NUM_LAYERS :
Physics::Utils::Layers
- p -
POINT_LIGHTS_BUFFER_ID :
DefaultPipeline::Utils
POINT_LIGHTS_BUFFER_NAME :
DefaultPipeline::Utils
- r -
RMLUI_RENDER_PASS_NAME :
Rmlui::Utils
RMLUI_RENDER_PASS_SHADER_CONTENT :
Rmlui::Utils
RMLUI_RENDER_PASS_SHADER_ID :
Rmlui::Utils
RMLUI_RENDER_PASS_SHADER_NAME :
Rmlui::Utils
- s -
SHADOW_BINDGROUP_TEXTURES_ID :
DefaultPipeline::Resource
SHADOW_BINDGROUP_TEXTURES_NAME :
DefaultPipeline::Resource
SHADOW_PASS_ID :
DefaultPipeline::Resource
SHADOW_PASS_NAME :
DefaultPipeline::Resource
SHADOW_PASS_OUTPUT :
DefaultPipeline::Resource
SHADOW_PASS_OUTPUT_ID :
DefaultPipeline::Resource
SHADOW_SHADER_CONTENT :
DefaultPipeline::Resource
SHADOW_SHADER_ID :
DefaultPipeline::Resource
SHADOW_SHADER_NAME :
DefaultPipeline::Resource
- w -
workgroupCountY :
wgpu
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