VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
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vex::environment Struct Reference

This struct is used to hold all environment settings. eg. shading details or lighting setup. More...

#include <Environment.hpp>

Public Attributes

bool gourardShading = true
 Enables Gouraud shading.
bool passiveVertexJitter = true
 Enables passive vertex jittering. (PS1 style jitter when camera is not moving).
bool vertexSnapping = true
 Enables vertex snapping. (PS1 style jitter when camera is moving).
bool affineWarping = true
 Enables affine texxture warping. (PS1 style texture warping in extreme camera angles).
bool screenQuantization = true
 Enables whole screen color quantization. (PS1 style color compresion artifacts).
bool ntfsArtifacts = true
 Enables CRT TVs artifacts.
bool textureQuantization = true
 Enables texture quantization. (PS1 style texture quantization).
bool screenDither = true
 Enables screen dithering. (PS1 style dithering).
glm::vec3 ambientLight = glm::vec3(1.0f)
 Ambient light color.
float ambientLightStrength = 0.1f
 Ambient light strength.
glm::vec3 sunLight = glm::vec3(1.0f, 1.0f, 1.0f)
 Sun light color.
glm::vec3 sunDirection = glm::vec3(1.0f, 1.0f, 1.0f)
 Sun direction.
glm::vec3 clearColor = glm::vec3(0.1f)
 Background color (Esentially sky color if not implemented any skybox).

Detailed Description

This struct is used to hold all environment settings. eg. shading details or lighting setup.

Definition at line 13 of file Environment.hpp.

Member Data Documentation

◆ affineWarping

bool vex::environment::affineWarping = true

Enables affine texxture warping. (PS1 style texture warping in extreme camera angles).

Definition at line 21 of file Environment.hpp.

◆ ambientLight

glm::vec3 vex::environment::ambientLight = glm::vec3(1.0f)

Ambient light color.

Definition at line 31 of file Environment.hpp.

◆ ambientLightStrength

float vex::environment::ambientLightStrength = 0.1f

Ambient light strength.

Definition at line 33 of file Environment.hpp.

◆ clearColor

glm::vec3 vex::environment::clearColor = glm::vec3(0.1f)

Background color (Esentially sky color if not implemented any skybox).

Definition at line 39 of file Environment.hpp.

◆ gourardShading

bool vex::environment::gourardShading = true

Enables Gouraud shading.

Definition at line 15 of file Environment.hpp.

◆ ntfsArtifacts

bool vex::environment::ntfsArtifacts = true

Enables CRT TVs artifacts.

Definition at line 25 of file Environment.hpp.

◆ passiveVertexJitter

bool vex::environment::passiveVertexJitter = true

Enables passive vertex jittering. (PS1 style jitter when camera is not moving).

Definition at line 17 of file Environment.hpp.

◆ screenDither

bool vex::environment::screenDither = true

Enables screen dithering. (PS1 style dithering).

Definition at line 29 of file Environment.hpp.

◆ screenQuantization

bool vex::environment::screenQuantization = true

Enables whole screen color quantization. (PS1 style color compresion artifacts).

Definition at line 23 of file Environment.hpp.

◆ sunDirection

glm::vec3 vex::environment::sunDirection = glm::vec3(1.0f, 1.0f, 1.0f)

Sun direction.

Definition at line 37 of file Environment.hpp.

◆ sunLight

glm::vec3 vex::environment::sunLight = glm::vec3(1.0f, 1.0f, 1.0f)

Sun light color.

Definition at line 35 of file Environment.hpp.

◆ textureQuantization

bool vex::environment::textureQuantization = true

Enables texture quantization. (PS1 style texture quantization).

Definition at line 27 of file Environment.hpp.

◆ vertexSnapping

bool vex::environment::vertexSnapping = true

Enables vertex snapping. (PS1 style jitter when camera is moving).

Definition at line 19 of file Environment.hpp.


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