candlewick 0.11.0-16-ge201
A tiny cross-platform renderer based on SDL3
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 ▼Ncandlewick
 ▼Nmedia
 CDownloadResult
 CTransferBufferPoolTransfer buffer for the texture downloader
 ▼CVideoRecorder
 CSettings
 ▼NmultibodySupport for the Pinocchio rigid-body algorithms library and the Coal collision detection library
 ▼CCameraControlParams
 CMouseConfig
 CExternalForceComponentDisplay an external force using an arrow. This is a transient component which has its own lifetime
 CPinFrameComponent
 CPinFrameVelocityComponent
 CPinGeomObjComponent
 CRobotDebugSystemA debug system for use with Pinocchio models and geometries
 ▼CRobotSceneA render system for Pinocchio robot geometries using Pinocchio
 ▼CConfig
 CTrianglePipelineConfig
 CGBuffer
 CPipelineConfig
 CPipelineKey
 CPipelineManager
 CRobotSpec
 ▼CVisualizerA Pinocchio robot visualizer. The display() function will perform the draw calls
 CConfig
 ▼Nruntime
 CArrayMessageMessage for intermediate representation of a vector or matrix
 ▼Nssao
 ▼CSsaoPass
 CSsaoNoise
 CCameraThe main way of using a camera to render things
 CCommandBuffer
 CCylindricalCamera
 CDebugBoundsComponent
 CDebugFrustumComponent
 CDebugMeshComponent
 CDebugSceneScene for organizing debug entities and render systems
 CDefaultVertex
 CDegStrong type for floating-point variables representing angles (in degrees)
 ▼CDepthDebugPass
 COptions
 ▼CDepthPassHelper struct for depth or light pre-passes
 CConfig
 CDeviceRAII wrapper for SDL_GPUDevice
 CDirectionalLight
 CDisableTag struct for disabled (invisible) entities
 CEnvironmentTag
 CFrustumBoundsDebugSystem
 CGpuMat3
 CGraphicsPipelineClass representing a graphics pipeline
 CGuiSystem
 CIDebugSubSystemA subsystem for the DebugScene
 CLambertMaterialMaterial for non-shiny objects, without specular highlights, using the non-physically based Lambert reflectance model
 CMeshHandle class for meshes (vertex buffers and an optional index buffer) on the GPU
 CMeshDataA class to store type-erased vertex data and index data
 CMeshDataBase
 CMeshDataView
 CMeshLayoutThis class defines the layout of a mesh's vertices
 CMeshMaterialComponent
 CMeshViewA view into a Mesh object
 CNoInitTTag type for non-initializing constructors (for e.g. RAII classes)
 COpaqueTag struct for denoting an entity as opaque, for render pass organization
 CPbrMaterialPBR material for metallic-roughness workflow
 CPhongMaterialMaterial parameters for a Blinn-Phong lighting model
 CPosNormalVertex
 CPosOnlyVertex
 CRadStrong type for floating-point variables representing angles (in radians)
 CRAIIExceptionWrapper for std::runtime_error, which prints out the filename and code line
 CRenderContextRendering context for a graphical application
 ▼CShaderRAII wrapper around SDL_GPUShader, with loading utilities
 CConfigShader configuration: number of uniforms, texture samplers, storage textures and storage buffers
 ▼CShadowMapPassClass for defining the shadow maps (as an atlas) and rendering into it
 CAtlasRegionTexture atlas region, implicitly converts to an SDLGPU viewport
 CShadowPassConfig
 ▼Cstrided_viewA strided view to data, allowing for type-erased data
 Citerator
 Cterminate_with_message
 CTexture
 CTransformComponent
 CTransformUniformData
 CVertexTraits
 CVertexTraits< DefaultVertex >
 CVertexTraits< PosNormalVertex >
 CVertexTraits< PosOnlyVertex >
 CWindowRAII wrapper for the SDL_Window opaque type
 ▼Ncoal
 CHeightField
 Cformatter< candlewick::multibody::RobotSpec >