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Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
LightProbeGrid Struct Reference

#include <light_probes.h>

Collaboration diagram for LightProbeGrid:
[legend]

Data Fields

LightProbeprobes
 
unsigned int ssbo
 
unsigned int sh_textures [SH_TEXTURE_COUNT]
 
vec3 aabb_min
 
vec3 aabb_max
 
ivec3 grid_dim
 
vec3 cell_size
 
int total_probes
 
SphereInstance_PODscene_copy
 
int scene_count
 
pthread_t worker_thread
 
pthread_mutex_t mutex
 
pthread_cond_t cond
 
volatile int running
 
volatile int update_pending
 
volatile int results_ready
 
Shaderdebug_shader
 
Shaderaabb_shader
 
unsigned int dummy_vao
 
unsigned int aabb_vao
 
unsigned int aabb_vbo
 

Field Documentation

◆ aabb_max

vec3 LightProbeGrid::aabb_max

◆ aabb_min

vec3 LightProbeGrid::aabb_min

◆ aabb_shader

Shader* LightProbeGrid::aabb_shader

◆ aabb_vao

unsigned int LightProbeGrid::aabb_vao

◆ aabb_vbo

unsigned int LightProbeGrid::aabb_vbo

◆ cell_size

vec3 LightProbeGrid::cell_size

◆ cond

pthread_cond_t LightProbeGrid::cond

◆ debug_shader

Shader* LightProbeGrid::debug_shader

◆ dummy_vao

unsigned int LightProbeGrid::dummy_vao

◆ grid_dim

ivec3 LightProbeGrid::grid_dim

◆ mutex

pthread_mutex_t LightProbeGrid::mutex

◆ probes

LightProbe* LightProbeGrid::probes

◆ results_ready

volatile int LightProbeGrid::results_ready

◆ running

volatile int LightProbeGrid::running

◆ scene_copy

SphereInstance_POD* LightProbeGrid::scene_copy

◆ scene_count

int LightProbeGrid::scene_count

◆ sh_textures

unsigned int LightProbeGrid::sh_textures[SH_TEXTURE_COUNT]

◆ ssbo

unsigned int LightProbeGrid::ssbo

◆ total_probes

int LightProbeGrid::total_probes

◆ update_pending

volatile int LightProbeGrid::update_pending

◆ worker_thread

pthread_t LightProbeGrid::worker_thread

The documentation for this struct was generated from the following file: