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group2 0.1.0
CSE 125 Group 2
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GPU asset types and global registries for the new renderer. More...
#include "glm/glm.hpp"#include <unordered_map>#include <vector>Go to the source code of this file.
Classes | |
| struct | Asset::GeoBufferInfo |
| References a CPU-side source pointer and its corresponding GPU buffer. More... | |
| struct | Asset::Vertex |
| Per-vertex attributes: position, normal, and texture coordinates. More... | |
| struct | Asset::Mesh |
| A single mesh: CPU-side vertex/index data plus GPU buffer info. More... | |
| struct | Asset::Material |
| struct | Asset::ModelElement |
| struct | Asset::ModelNode |
| struct | Asset::Model |
Namespaces | |
| namespace | Asset |
Macros | |
| #define | TEX_CHANNELS 1 |
Typedefs | |
| using | MeshIdInt = uint32_t |
| using | ModelIdInt = uint32_t |
| using | TexIdInt = uint32_t |
| using | MaterialIdInt = uint32_t |
Functions | |
| uint32_t | Asset::fnv1a32 (const std::string &str) |
| Compute a 32-bit FNV-1a hash of the given string. | |
| uint32_t | Asset::getIdFromString (const std::string &strId) |
| Convert a string identifier to a generic 32-bit hash ID. | |
| MeshIdInt | Asset::getMeshIdFromString (const std::string &strId) |
| Convert a string identifier to a MeshIdInt hash. | |
| ModelIdInt | Asset::getModelIdFromString (const std::string &strId) |
| Convert a string identifier to a ModelIdInt hash. | |
| TexIdInt | Asset::getTexIdFromString (const std::string &strId) |
| Convert a string identifier to a TexIdInt hash. | |
| MaterialIdInt | Asset::getMaterialIdFromString (const std::string &strId) |
Variables | |
| std::unordered_map< MeshIdInt, Mesh > | Asset::meshes_ |
| std::unordered_map< ModelIdInt, Model > | Asset::models_ |
| std::unordered_map< TexIdInt, uint32_t > | Asset::textures_ |
| std::unordered_map< MaterialIdInt, Material > | Asset::materials_ |
GPU asset types and global registries for the new renderer.
Defines vertex, mesh, model, and scene-instance data structures used by NewRenderer and AssetLoader. Global hash-map registries (meshes_, models_, textures_) store loaded assets keyed by FNV-1a string hashes.
| #define TEX_CHANNELS 1 |
| using MaterialIdInt = uint32_t |
| using MeshIdInt = uint32_t |
| using ModelIdInt = uint32_t |
| using TexIdInt = uint32_t |