$darkmode
All GPU resource handles owned by the scene. More...
#include <scene_gpu_resources.h>
Data Fields | |
| GLuint | icosphere_vao |
| GLuint | icosphere_vbo |
| GLuint | icosphere_nbo |
| GLuint | icosphere_ebo |
| GLuint | quad_vbo |
| GLuint | wire_cube_vbo |
| GLuint | wire_quad_vbo |
| GLuint | empty_vao |
| GLuint | hdr_texture |
| GLuint | recycled_hdr_tex |
| GLuint | spec_prefiltered_tex |
| GLuint | irradiance_tex |
| GLuint | brdf_lut_tex |
| GLuint | dummy_black_tex |
| GLuint | dummy_white_tex |
| GLuint | transition_snapshot_tex |
| GLuint | spmap_program |
| GLuint | irmap_program |
| GLuint | lum_pass1_program |
| GLuint | lum_pass2_program |
| GLuint | lum_ssbo [2] |
| GLuint | billboard_ubo |
| void * | billboard_ubo_ptr |
| GLuint | bound_ibl_textures [IBL_TEXTURE_COUNT] |
| GLuint | bound_sh_textures [SH_TEXTURE_COUNT] |
| GLuint | bound_probe_ssbo |
All GPU resource handles owned by the scene.
| GLuint SceneGPUResources::billboard_ubo |
UBO for billboard per-frame uniforms.
| void* SceneGPUResources::billboard_ubo_ptr |
Persistent mapped CPU pointer for UBO.
| GLuint SceneGPUResources::bound_ibl_textures[IBL_TEXTURE_COUNT] |
Last IBL active.
| GLuint SceneGPUResources::bound_probe_ssbo |
Last probe SSBO bound.
| GLuint SceneGPUResources::bound_sh_textures[SH_TEXTURE_COUNT] |
Last SH tex bound.
| GLuint SceneGPUResources::brdf_lut_tex |
Shared BRDF lookup table.
| GLuint SceneGPUResources::dummy_black_tex |
Safe fallback (0,0,0,1).
| GLuint SceneGPUResources::dummy_white_tex |
Safe fallback (1,1,1,1).
| GLuint SceneGPUResources::empty_vao |
Vertex-less drawing VAO.
| GLuint SceneGPUResources::hdr_texture |
Active HDR cubemap.
| GLuint SceneGPUResources::icosphere_ebo |
Shared icosphere index buffer.
| GLuint SceneGPUResources::icosphere_nbo |
Shared icosphere normal buffer.
| GLuint SceneGPUResources::icosphere_vao |
Shared icosphere geometry VAO.
| GLuint SceneGPUResources::icosphere_vbo |
Shared icosphere vertex buffer.
| GLuint SceneGPUResources::irmap_program |
Internal IBL irradiance shader.
| GLuint SceneGPUResources::irradiance_tex |
Active Irradiance map.
| GLuint SceneGPUResources::lum_pass1_program |
Luminance downsample pass.
| GLuint SceneGPUResources::lum_pass2_program |
Mean luminance compute pass.
| GLuint SceneGPUResources::lum_ssbo[2] |
Double-buffered storage for luminance.
| GLuint SceneGPUResources::quad_vbo |
Shared full-screen quad (FSQ).
| GLuint SceneGPUResources::recycled_hdr_tex |
Recycled texture for next load.
| GLuint SceneGPUResources::spec_prefiltered_tex |
Active Specular map.
| GLuint SceneGPUResources::spmap_program |
Internal IBL specular shader.
| GLuint SceneGPUResources::transition_snapshot_tex |
For crossfade mode.
| GLuint SceneGPUResources::wire_cube_vbo |
Shared wireframe cube.
| GLuint SceneGPUResources::wire_quad_vbo |
Shared wireframe quad.