group2 0.1.0
CSE 125 Group 2
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PlayerColors.hpp File Reference

Palette + tunables for the per-player color tint feature. More...

#include <array>
#include <glm/vec3.hpp>
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Namespaces

namespace  player_colors

Variables

constexpr bool player_colors::k_enabled = true
 Master toggle. Flip to false to disable per-player tinting entirely.
constexpr float player_colors::k_blendFactor = 0.6f
 Mix factor in the shader: 0 = original albedo, 1 = flat tint color.
constexpr std::array< glm::vec3, 10 > player_colors::k_palette
 Curated palette of visually distinct hues.
constexpr int player_colors::k_paletteSize = static_cast<int>(k_palette.size())

Detailed Description

Palette + tunables for the per-player color tint feature.

On player connect, the server picks the least-used palette slot and attaches a PlayerColor component. The client renderer reads it when filling SkinnedInstance.tint and the skinned PBR shader blends the albedo toward that color so players are easier to tell apart.

The single k_enabled toggle disables the whole feature: server skips assignment, client tint defaults to white-with-blend-zero (no-op).