DIE Engine
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renderer.h File Reference
#include "mapobjects.h"
#include "workerpool.h"
#include <QVector2D>
#include <QVector3D>
#include <QImage>
#include <QList>
#include <atomic>
#include <stdint.h>
#include <smmintrin.h>

Go to the source code of this file.

Classes

struct  Viewpoint
 Camera position and orientation. More...
class  Renderer
struct  Renderer::Node
 Renderer-side node (compact variant, fed by Map::pass). More...
struct  Renderer::Wall
 Renderer-side wall (compact variant, fed by Map::pass). More...
struct  Renderer::Texture
 Renderer-side texture strip (column of square tiles). More...
struct  Renderer::Light
 Renderer-side light (compact variant, fed by Map::pass). More...

Enumerations

enum  RENDERER_FLAGS : uint32_t {
  RENDERER_FLAG_WALLS = 0x0001 , RENDERER_FLAG_SURFACES = 0x0002 , RENDERER_FLAG_LIGHTS = 0x0004 , RENDERER_FLAG_AMBIENT_OCCLUSION = 0x0008 ,
  RENDERER_FLAG_GLOWMAP_REBUILD = 0x0010 , RENDERER_FLAG_MOTIONBLUR = 0x0100 , RENDERER_FLAG_VIGNETTE = 0x0200 , RENDERER_FLAG_GAMMA = 0x0400 ,
  RENDERER_FLAG_MULTITHREADING = 0x1000 , RENDERER_FLAG_ALPHA_FEATURES = 0x2000 , RENDERER_FLAGS_DEFAULT = RENDERER_FLAG_WALLS | RENDERER_FLAG_SURFACES | RENDERER_FLAG_LIGHTS | RENDERER_FLAG_AMBIENT_OCCLUSION | RENDERER_FLAG_GAMMA
}

Variables

constexpr float D2R = 3.14159265f / 180.0f
constexpr float R2D = 180.0f / 3.14159265f
Renderer renderer

Enumeration Type Documentation

◆ RENDERER_FLAGS

enum RENDERER_FLAGS : uint32_t

DIE ENGINE Depth Integration Engine / A modern ray-caster (c) Fred's Lab 2024-2026 Frédéric Meslin / info@.nosp@m.fred.nosp@m.slab..nosp@m.net SPDX-License-Identifier: MIT If used commercially, contributions, donations are highly appreciated.

3d engine

Enumerator
RENDERER_FLAG_WALLS 
RENDERER_FLAG_SURFACES 
RENDERER_FLAG_LIGHTS 
RENDERER_FLAG_AMBIENT_OCCLUSION 
RENDERER_FLAG_GLOWMAP_REBUILD 
RENDERER_FLAG_MOTIONBLUR 
RENDERER_FLAG_VIGNETTE 
RENDERER_FLAG_GAMMA 
RENDERER_FLAG_MULTITHREADING 
RENDERER_FLAG_ALPHA_FEATURES 
RENDERER_FLAGS_DEFAULT 

Variable Documentation

◆ D2R

float D2R = 3.14159265f / 180.0f
constexpr

◆ R2D

float R2D = 180.0f / 3.14159265f
constexpr

◆ renderer

Renderer renderer
extern

DIE ENGINE Depth Integration Engine / A modern ray-caster (c) Fred's Lab 2024-2026 Frédéric Meslin / info@.nosp@m.fred.nosp@m.slab..nosp@m.net SPDX-License-Identifier: MIT If used commercially, contributions, donations are highly appreciated.

3d engine