Engine²
Open-source game engine written in C++.
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Graphic::Resource::ColorOutput Struct Reference

#include <ARenderPass.hpp>

Public Member Functions

 ColorOutput (std::string_view textureId_={})

Public Attributes

entt::hashed_string textureId {}
std::optional< std::string > textureResolveTargetName = std::nullopt
uint32_t depthSlice = 0
wgpu::StoreOp storeOp = wgpu::StoreOp::Store
std::function< bool(Engine::Core &, glm::vec4 &)> getClearColorCallback

Constructor & Destructor Documentation

◆ ColorOutput()

Graphic::Resource::ColorOutput::ColorOutput ( std::string_view textureId_ = {})
inlineexplicit

Member Data Documentation

◆ depthSlice

uint32_t Graphic::Resource::ColorOutput::depthSlice = 0

◆ getClearColorCallback

std::function<bool(Engine::Core &, glm::vec4 &)> Graphic::Resource::ColorOutput::getClearColorCallback
Initial value:
= [](Engine::Core &, glm::vec4 &) {
return false;
}
The core is the place where all the data of the engine is stored. It contains the registry (entities)...
Definition Core.hpp:33

◆ storeOp

wgpu::StoreOp Graphic::Resource::ColorOutput::storeOp = wgpu::StoreOp::Store

◆ textureId

entt::hashed_string Graphic::Resource::ColorOutput::textureId {}

◆ textureResolveTargetName

std::optional<std::string> Graphic::Resource::ColorOutput::textureResolveTargetName = std::nullopt

The documentation for this struct was generated from the following file: