group2 0.1.0
CSE 125 Group 2
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RendererTypes.hpp File Reference

Shared data types exchanged between Game (producer) and NewRenderer (consumer). More...

#include "../animation/SkinVertex.hpp"
#include <cstdint>
#include <glm/glm.hpp>
#include <vector>
Include dependency graph for RendererTypes.hpp:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

struct  RenderToggles
 Live toggles for every render system — exposed to ImGui. More...
struct  EntityRenderCmd
 Per-entity render command — built by Game, consumed by Renderer::drawFrame. More...
struct  PointLight
 Dynamic point light — built by Game, injected into the PBR light array. More...
struct  WeaponViewmodel
 First-person weapon viewmodel descriptor sent per frame. More...
struct  BoneInfluence
 Per-vertex bone-influence record — 4 bones per vertex, weighted. More...
struct  SkinnedInstance
 Per-frame instance entry — one per visible animated character. More...
struct  RigMeshSource
 Source data for one mesh of a skinned character rig. More...

Enumerations

enum class  AAMode : int { Off = 0 , SMAA_1x = 1 , SMAA_T2x = 2 }
 Anti-aliasing mode selection — exposed to ImGui. More...

Detailed Description

Shared data types exchanged between Game (producer) and NewRenderer (consumer).

Every struct in this file is a pure value type — no GPU handles, no owning pointers, no dependencies on renderer internals. Game code builds these per frame (or per registration) and hands them off via NewRenderer::set*() methods; the renderer then reads them during drawFrame(). Keep it that way: anything that needs GPU handles belongs inside NewRenderer, not here.

Enumeration Type Documentation

◆ AAMode

enum class AAMode : int
strong

Anti-aliasing mode selection — exposed to ImGui.

Enumerator
Off 

No anti-aliasing.

SMAA_1x 

Spatial SMAA only, zero ghosting.

SMAA_T2x 

2-sample temporal + spatial SMAA (recommended).