group2 0.1.0
CSE 125 Group 2
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NewRenderer.hpp File Reference

Work-in-progress SDL3 GPU renderer. More...

#include "Asset.hpp"
#include "Boilerplate.hpp"
#include "Camera.hpp"
#include "RendererTypes.hpp"
#include "SkinnedRenderer.hpp"
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include <glm/glm.hpp>
#include <queue>
#include <string>
#include <vector>
Include dependency graph for NewRenderer.hpp:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

struct  Vertex
 Forward-declared — owned by Game, registered via setParticleSystem(). More...
struct  LightUBO
class  NewRenderer
 Graphics-team's work-in-progress SDL3 GPU renderer. More...

Macros

#define NUM_CUBE_FACES   6

Enumerations

enum class  PointLightType : std::uint8_t { STATIC , MOVING , TEMPORARY , NON_SHADOW }

Detailed Description

Work-in-progress SDL3 GPU renderer.

API surface restored from the legacy renderer so gameplay code has a stable contract to call against while graphics team fills in implementations. Most set*() methods are currently DATA-CAPTURE STUBS — they store inputs into member fields and DO NOT yet drive the GPU. Each stub's doc comment lists:

  • what the inputs mean,
  • what the implementation should produce on-screen,
  • which member field holds the captured data,
  • where the data comes from (call site).

Search the cpp for TODO(graphics) to find every stub awaiting work.

Macro Definition Documentation

◆ NUM_CUBE_FACES

#define NUM_CUBE_FACES   6

Enumeration Type Documentation

◆ PointLightType

enum class PointLightType : std::uint8_t
strong
Enumerator
STATIC 
MOVING 
TEMPORARY 
NON_SHADOW