API Reference
This section documents the public C++ API of the Glitter engine — the classes and functions you interact with when writing game code or extending the engine.
Internal implementation details (Vulkan passes, OpenGL draw executors, shader loaders, model parsers, etc.) are intentionally excluded; they are subject to change and are not part of the stable public surface.
How to read the tables
Each page follows the same structure:
| Column | Meaning |
|---|---|
| Member / Function | C++ signature (simplified) |
| Returns | Return type, or void |
| Description | What it does |
Subsystem index
| Page | Classes covered |
|---|---|
| Core | engine, engine_configuration |
| Renderer | Renderer, RendererRegistry, ShaderSystem, IPostProcess, Geometry |
| Scene | Scene, SceneGraph, Camera, SceneLoader |
| Loop & Input | LoopScheduler, InputMapper, InputEvent |
| System | HWLayer, Window, resources, uri<T>, Console, PakReader |
| Logging | log_manager |
Namespaces
glitter:: Engine core and configuration
glitter::render:: Renderer, geometry, shaders, materials
glitter::scene:: Scene graph, cameras, lights
glitter::loop:: Game loop scheduler
glitter::input:: Input mapping
glitter::system:: Hardware layer, windowing, developer console
glitter::logging:: Log manager