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group2 0.1.0
CSE 125 Group 2
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Self-contained renderer subsystem for skinned (animated) characters. More...
#include "RendererTypes.hpp"#include <SDL3/SDL.h>#include <SDL3/SDL_gpu.h>#include <glm/glm.hpp>#include <vector>Go to the source code of this file.
Classes | |
| class | SkinnedRenderer |
| Instanced GPU-skinning subsystem. One per renderer. More... | |
| struct | SkinnedRenderer::SkinnedMesh |
| One mesh of the installed skinned rig. More... | |
| struct | SkinnedRenderer::SsboInfo |
Self-contained renderer subsystem for skinned (animated) characters.
Owns every GPU resource and CPU staging buffer needed to draw animated players via instanced GPU linear-blend skinning. Decoupled from NewRenderer so the graphics team can iterate on the animation pipeline (rig install, palette upload, draw call, shaders) without touching the main renderer's plumbing.
Lifecycle, owned by NewRenderer:
GPU pipeline state owned here:
Search TODO(graphics) in the cpp to find every hook still awaiting work.