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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Namespaces | |
namespace | Assert |
namespace | Build |
namespace | Lighting |
namespace | Networking |
namespace | Profile |
Variables | |
constexpr float | ALPHA_DISCARD_THRESHOLD = 1.f - 0.05f |
constexpr unsigned char | MINIMUM_VULKAN_MINOR_VERSION = 3u |
constexpr unsigned char | DESIRED_VULKAN_MINOR_VERSION = 3u |
constexpr U16 | TARGET_FRAME_RATE = 60 |
Application desired framerate for physics and input simulations. | |
constexpr U8 | MAX_FRAMES_IN_FLIGHT = 3u |
Maximum number of active frames until we start waiting on a fence/sync. | |
constexpr U8 | TICK_DIVISOR = 2u |
constexpr U16 | MIN_SLEEP_THRESHOLD_MS = 5u |
The minimum threshold needed for a threaded loop to use sleep. Update intervals bellow this threshold will not use sleep! | |
constexpr size_t | REQUIRED_RAM_SIZE_IN_BYTES = 2u * (1024u * 1024 * 1024) |
constexpr U32 | MAX_POOLED_TASKS = 1 << 16 |
How many tasks should we keep in a per-thread pool to avoid using new/delete (must be power of two) | |
constexpr U16 | MAX_BONE_COUNT_PER_NODE = 1 << 7 |
Maximum number of bones available per node. | |
constexpr U16 | MAX_VISIBLE_NODES = 1 << 13 |
Estimated maximum number of visible objects per render pass (this includes debug primitives) | |
constexpr U16 | MAX_CONCURRENT_MATERIALS = 1 << 14 |
Estimated maximum number of materials used in a single frame by all passes combined. | |
constexpr U8 | MAX_CLIP_DISTANCES = 3u |
constexpr U8 | MAX_CULL_DISTANCES = 1u |
constexpr U8 | MAX_REFLECTIVE_NODES_IN_VIEW = Build::IS_DEBUG_BUILD ? 3u : 5u |
constexpr U8 | MAX_REFRACTIVE_NODES_IN_VIEW = Build::IS_DEBUG_BUILD ? 2u : 4u |
Similar to MAX_REFLECTIVE_NODES_IN_VIEW but for custom refraction passes (e.g. Water, special glass, etc). Also a candidate for removal. | |
constexpr U8 | MAX_REFLECTIVE_PROBES_PER_PASS = 6u |
Maximum number of environment probes we are allowed to update per frame. | |
constexpr U8 | MAX_LOCAL_PLAYER_COUNT = 4u |
Maximum number of players we support locally. We store per-player data such as key-bindings, camera positions, etc. | |
constexpr U8 | MAX_DEBUG_SCOPE_DEPTH = 32u |
Maximum number of nested debug scopes we support in the renderer. | |
constexpr bool | ENABLE_GPU_VALIDATION = !Build::IS_SHIPPING_BUILD |
Error callbacks, validations, buffer checks, etc. are controlled by this flag. Heavy performance impact! | |
constexpr bool | ENABLE_LOCALE_FILE_WATCHER = !Build::IS_SHIPPING_BUILD && Build::ENABLE_EDITOR |
Scan changes to shader source files, script files, etc to hot-reload assets. Isn't needed in shipping builds or without the editor enabled. | |
constexpr char | DEFAULT_PROJECT_NAME [] = "Default" |
constexpr char | DEFAULT_SCENE_NAME [] = "Default" |
constexpr char | DELETED_FOLDER_NAME [] = "Deleted" |
constexpr char | ENGINE_NAME [] = "Divide Framework" |
constexpr auto | ENGINE_VERSION_MAJOR = 0u |
constexpr auto | ENGINE_VERSION_MINOR = 1u |
constexpr auto | ENGINE_VERSION_PATCH = 0u |
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Application desired framerate for physics and input simulations.
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Application update rate divisor (how many many times should we update our state per second) e.g. For TARGET_FRAME_RATE = 60, TICK_DIVISOR = 2 => update at 30Hz, render at 60Hz.