Module prelude

Module prelude 

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Common imports for convenience.

Modules§

ecs
ECS types exposed through the SDK.
materials
Built-in material types.
math
Math types and utilities.
shaders
Built-in engine shaders.

Structs§

AssetHandle
A thread-safe, reference-counted handle to a loaded asset’s data.
AssetMetadata
Serializable metadata that describes an asset and its relationships.
AssetUUID
A globally unique, persistent identifier for a logical asset.
BufferDescriptor
A descriptor used to create a BufferId.
BufferId
An opaque handle to a GPU buffer resource.
BufferUsage
A set of flags describing the allowed usages of a BufferId.
ColorTargetStateDescriptor
Describes the state of a single color target in a render pass.
ColorWrites
A bitmask to enable or disable writes to individual color channels.
DepthBiasState
Describes depth biasing, used to prevent z-fighting.
DepthStencilStateDescriptor
Describes the state for depth and stencil testing.
EngineContext
Engine context providing access to various subsystems.
HandleComponent
A generic ECS component that associates an entity with a shared asset resource. It holds both a handle to the loaded data and the asset’s unique identifier.
MultisampleStateDescriptor
Describes the multisampling state for a render pipeline.
PipelineLayoutDescriptor
A descriptor for a PipelineLayoutId. Defines the set of resource bindings (e.g., uniform buffers, textures) a pipeline can access.
RenderObject
A low-level representation of a single draw call to be processed by a [RenderLane].
RenderPipelineDescriptor
A complete descriptor for a render pipeline.
RenderPipelineId
An opaque handle to a compiled render pipeline state object.
SaaTrackingAllocator
A wrapper around a GlobalAlloc implementation (like std::alloc::System) that intercepts allocation calls to update the global memory counters defined in khora_core::memory.
ShaderModuleDescriptor
A descriptor used to create a ShaderModuleId.
ShaderModuleId
An opaque handle to a compiled shader module.
ShaderStage
Flags representing which shader stages can access a resource binding.
StencilFaceState
Describes the stencil test and operations for a single face of a primitive.
VertexAttributeDescriptor
Describes a single vertex attribute within a vertex buffer layout.
VertexBufferLayoutDescriptor
Describes the memory layout of a single vertex buffer.

Enums§

AssetSource
Represents the physical source of an asset’s data.
CompareFunction
The comparison function used for depth and stencil testing.
IndexFormat
Specifies the data type of indices in an index buffer.
MouseButton
An engine-internal representation of a mouse button.
SampleCount
The number of samples per pixel for Multisample Anti-Aliasing (MSAA).
ShaderSourceData
Represents the source code for a shader module.
TextureFormat
Defines the memory format of pixels in a texture.
VertexFormat
The memory format of a single vertex attribute’s data.
VertexStepMode
Defines how often the GPU advances to the next element in a vertex buffer.