Expand description
Managers for various type of resources.
Structs
Manages the camera’s location and projection settings.
Manages directional lights and their associated shadow maps.
Cpu side input to gpu-based culling
The skeleton and mes vertex ranges, in a format that’s suitable to be sent to the GPU.
Internal representation of a directional light.
Internal representation of a material.
Internal representation of a mesh.
Internal representation of a Object.
Internal representation of a Skeleton
Internal representation of a Texture.
Key which determine’s an object’s archetype.
Manages materials and their associated BindGroups in CPU modes.
Set of megabuffers used by the mesh manager.
Manages vertex and instance buffers. All buffers are sub-allocated from megabuffers.
Manages objects. That’s it. ¯\_(ツ)_/¯
The location of a shadow map in the shadow atlas.
Manages skeletons.
Manages textures and associated bindless bind groups
Output of readying up a TextureManager
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Constants
Size of a single index.
Largest amount of supported textures per type
When using the GpuDriven profile, we start the 2D texture manager with a bind group with this many textures.
When using the GpuDriven profile, we start the Cubemap texture manager with a bind group with this many textures.
Pre-allocated index count in the index megabuffer.
Pre-allocated vertex count in the vertex megabuffers.
Size of a single vertex color.
Vertex buffer slot for colors
Size of a joint index vector
Vertex buffer slot for joint indices
Size of a joint weight vector
Vertex buffer slot for joint weights
Size of a single vertex normal.
Vertex buffer slot for normals
Vertex buffer slot for object indices Note that this slot is only used in the GpuDriven profile.
Size of a single vertex position.
Vertex buffer slot for positions
Size of a single vertex tangent.
Vertex buffer slot for tangents
Vertex buffer slot for uv0
Vertex buffer slot for uv1
Size of a single vertex texture coordinate.