142 glm::vec4
tint{1.0f, 1.0f, 1.0f, 0.0f};
AAMode
Anti-aliasing mode selection — exposed to ImGui.
Definition RendererTypes.hpp:23
@ SMAA_1x
Spatial SMAA only, zero ghosting.
Definition RendererTypes.hpp:25
@ Off
No anti-aliasing.
Definition RendererTypes.hpp:24
@ SMAA_T2x
2-sample temporal + spatial SMAA (recommended).
Definition RendererTypes.hpp:26
Bind-pose vertex layout used by the CPU skinning pipeline.
Per-vertex bone-influence record — 4 bones per vertex, weighted.
Definition RendererTypes.hpp:121
float boneWeights[4]
Skinning weights (should sum to ~1.0).
Definition RendererTypes.hpp:123
int boneIndices[4]
Joint indices into the bone palette.
Definition RendererTypes.hpp:122
Per-entity render command — built by Game, consumed by Renderer::drawFrame.
Definition RendererTypes.hpp:66
glm::vec4 tint
RGB multiplier into baseColorFactor (alpha unused). Default = no tint.
Definition RendererTypes.hpp:69
int32_t modelIndex
Renderer-side model handle (returned by loadSceneModel / uploadSceneModel).
Definition RendererTypes.hpp:67
glm::mat4 worldTransform
Full world transform (position × rotation × scale).
Definition RendererTypes.hpp:68
Dynamic point light — built by Game, injected into the PBR light array.
Definition RendererTypes.hpp:78
glm::vec3 position
World-space position.
Definition RendererTypes.hpp:79
glm::vec3 color
Light colour (linear RGB).
Definition RendererTypes.hpp:80
float range
Attenuation range (world units); falloff = 1 - (d²/r²).
Definition RendererTypes.hpp:82
float intensity
Brightness multiplier.
Definition RendererTypes.hpp:81
Live toggles for every render system — exposed to ImGui.
Definition RendererTypes.hpp:35
bool ssao
Screen-space ambient occlusion.
Definition RendererTypes.hpp:46
bool particles
GPU particle system.
Definition RendererTypes.hpp:53
bool bloom
Bloom downsample + upsample chain.
Definition RendererTypes.hpp:47
bool weaponViewmodel
First-person weapon.
Definition RendererTypes.hpp:39
bool tonemap
HDR → LDR tone mapping (disabling = raw HDR blit).
Definition RendererTypes.hpp:50
bool volumetrics
Volumetric lighting / god rays.
Definition RendererTypes.hpp:49
bool skinnedCharacters
Instanced GPU skinning pass for player meshes.
Definition RendererTypes.hpp:57
bool sdfText
SDF text rendering (HUD + world).
Definition RendererTypes.hpp:54
bool pbrModels
Loaded scene models (opaque + transparent).
Definition RendererTypes.hpp:37
bool entityModels
ECS-driven entity models (Renderable component).
Definition RendererTypes.hpp:38
bool ssr
Screen-space reflections.
Definition RendererTypes.hpp:48
bool shadows
Shadow map pass + shadow sampling in PBR.
Definition RendererTypes.hpp:43
bool skybox
Procedural / cubemap skybox.
Definition RendererTypes.hpp:40
Source data for one mesh of a skinned character rig.
Definition RendererTypes.hpp:159
std::vector< ModelVertex > bindPoseVertices
Bind-pose vertices (never deformed CPU-side).
Definition RendererTypes.hpp:160
std::vector< BoneInfluence > boneInfluences
Parallel to bindPoseVertices. Must be same size.
Definition RendererTypes.hpp:161
std::vector< uint32_t > indices
Triangle list (3 indices per triangle).
Definition RendererTypes.hpp:162
Per-frame instance entry — one per visible animated character.
Definition RendererTypes.hpp:136
uint32_t _pad0
Definition RendererTypes.hpp:140
glm::vec4 tint
rgb = per-player color, a = blend factor (0 = no tint).
Definition RendererTypes.hpp:142
glm::mat4 worldTransform
Rig-local → world. Composed CPU-side as T * R * S.
Definition RendererTypes.hpp:137
uint32_t materialId
Reserved; ignore for now (will index a material table later).
Definition RendererTypes.hpp:139
uint32_t _pad1
Definition RendererTypes.hpp:141
uint32_t paletteBase
First joint slot in the palette = instanceIndex * numJoints.
Definition RendererTypes.hpp:138
First-person weapon viewmodel descriptor sent per frame.
Definition RendererTypes.hpp:90
bool visible
False = skip drawing this frame (e.g. weapon hidden).
Definition RendererTypes.hpp:93
int32_t modelIndex
Renderer-side model handle.
Definition RendererTypes.hpp:91
glm::mat4 transform
Transform in viewmodel space (relative to camera).
Definition RendererTypes.hpp:92