KarmaEngine
Game Engine for practical learning and research purposes
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This file contains base classes for various kinds of buffers used by the Engine. More...
#include "krpch.h"
#include "glm/gtc/type_ptr.hpp"
#include "stb_image.h"
Go to the source code of this file.
Classes | |
struct | Karma::BufferElement |
A datastructure for creating interleaved data for Mesh with a specifc format (BufferLayout) More... | |
class | Karma::BufferLayout |
A format for vertex buffer say. More... | |
class | Karma::VertexBuffer |
An abstract class for vertex buffer. More... | |
class | Karma::IndexBuffer |
An abstract class for index buffer. More... | |
class | Karma::ImageBuffer |
Abstract class for image buffer. More... | |
class | Karma::UBODataPointer |
Class for holding UBO (uniform buffer object) data (for instance projection matrix and view matrix) pointer. More... | |
struct | Karma::UniformBufferObject |
Abstract class for UBO. A UBO is mostly used for shader variables, for instance projection or view matrices, which can be updated in GPU each frame. More... | |
Enumerations | |
enum class | Karma::ShaderDataType { None = 0 , Float , Float2 , Float3 , Float4 , Mat3 , Mat4 , Int , Int2 , Int3 , Int4 , Bool } |
A C++ data structure for shader language (GLSL or HLSL) data, like uniforms for instance and datatype for vertex or index buffers. For use case see Mesh::ProcessTheRawMesh. | |
This file contains base classes for various kinds of buffers used by the Engine.