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group2 0.1.0
CSE 125 Group 2
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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>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 } |
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:
Search the cpp for TODO(graphics) to find every stub awaiting work.
| #define NUM_CUBE_FACES 6 |
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