Go to the source code of this file.
|
| FLight | MakeDefaultEnvironmentLight () |
| |
| template<> |
| void | FSerialize (FWriter &writer, FSerializedMesh const &mesh) |
| |
| template<> |
| void | FDeserialize (FReader &reader, FSerializedMesh &mesh) |
| |
| template<> |
| void | FSerialize (FWriter &writer, FSkeleton const &skel) |
| |
| template<> |
| void | FDeserialize (FReader &reader, FSkeleton &skel) |
| |
| template<> |
| void | FSerialize (FWriter &writer, FAnimChannel const &channel) |
| |
| template<> |
| void | FDeserialize (FReader &reader, FAnimChannel &channel) |
| |
| template<> |
| void | FSerialize (FWriter &writer, FAnimationClip const &clip) |
| |
| template<> |
| void | FDeserialize (FReader &reader, FAnimationClip &clip) |
| |
| template<> |
| void | FSerialize (FWriter &writer, FStringEntry const &entry) |
| |
| template<> |
| void | FDeserialize (FReader &reader, FStringEntry &entry) |
| |
| template<> |
| void | FSerialize (FWriter &writer, FSceneTables const &tables) |
| |
| template<> |
| void | FDeserialize (FReader &reader, FSceneTables &tables) |
| |
| void | LoadGLTF (Foundation::RHI::RHIApplication const &app, JobSystem *jobs, StringView path, FImportedScene &scene, Allocator *scratchAlloc=GLOBAL_ALLOC, FSceneBuildOptions const &buildOptions=FSceneBuildOptions{}) |
| |
| void | LoadFSCN (FImportedScene &scene) |
| |
| String | LoadScene (Foundation::RHI::RHIApplication const &app, JobSystem *jobs, StringView path, FImportedScene &scene, Allocator *scratchAlloc=GLOBAL_ALLOC, FSceneBuildOptions const &buildOptions=FSceneBuildOptions{}) |
| |
◆ FInstanceType
◆ FLightType
| Enumerator |
|---|
| Environment | |
| Directional | |
| Point | |
| Spot | |
| Disk | |
| Rect | |
◆ FMaterialShaderBlock
| Enumerator |
|---|
| Principled | |
| Hair | |
◆ FSceneTextureCompression
◆ FDeserialize() [1/6]
◆ FDeserialize() [2/6]
◆ FDeserialize() [3/6]
◆ FDeserialize() [4/6]
◆ FDeserialize() [5/6]
◆ FDeserialize() [6/6]
◆ FSerialize() [1/6]
◆ FSerialize() [2/6]
◆ FSerialize() [3/6]
◆ FSerialize() [4/6]
◆ FSerialize() [5/6]
◆ FSerialize() [6/6]
◆ LoadFSCN()
◆ LoadGLTF()
◆ LoadScene()
Loads a scene from a path, inferring format from extension. Returns the FSCN path that backs payload blob reads.
◆ MakeDefaultEnvironmentLight()
| FLight MakeDefaultEnvironmentLight |
( |
| ) |
|
|
inline |
◆ kDefaultMaterialUUID
| constexpr FUUID kDefaultMaterialUUID { .hi = 0x0f0f0f0f0f0f0f0full, .lo = 0x0000000000000001ull } |
|
staticconstexpr |
◆ kInvalidTexture
| constexpr uint32_t kInvalidTexture = UINT32_MAX |
|
staticconstexpr |
◆ kMaxSceneLights
| constexpr uint32_t kMaxSceneLights = 1024 |
|
inlineconstexpr |
◆ kSceneMagic
| constexpr uint32_t kSceneMagic = fourCC("FSCN") |
|
staticconstexpr |
◆ kSceneVersion
| constexpr uint32_t kSceneVersion = 26 |
|
staticconstexpr |