group2 0.1.0
CSE 125 Group 2
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NewRenderer Member List

This is the complete list of members for NewRenderer, including all inherited members.

ambientColorMultiplierNewRenderer
availableHDRFilesNewRenderer
bindLightShadowInfo(SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd, bool lightmap)NewRendererprivate
camera_NewRendererprivate
colorTarget_NewRendererprivate
createDepthPipeline(const SDL_GPURasterizerState &rasterizer_state) constNewRendererprivate
createDepthRes0Pipeline(bool reverseZ)NewRendererprivate
createDepthRes1Pipeline(bool reverseZ)NewRendererprivate
createDepthRes2Pipeline(bool reverseZ)NewRendererprivate
createEntityChamsPipeline()NewRendererprivate
createFxaaPipeline()NewRendererprivate
createGeometryLightMapPipeline()NewRendererprivate
createGeometryPipeline()NewRendererprivate
createHudPipeline()NewRendererprivate
createMeshBuffers(MeshIdInt meshId) constNewRendererprivate
createSsaoBlurPipeline()NewRendererprivate
createSsaoCompositePipeline()NewRendererprivate
createSsaoPipeline()NewRendererprivate
createTonemapPipeline()NewRendererprivate
cubeFaceTargets_NewRendererprivate
cubeFaceUps_NewRendererprivate
currentHDRNameNewRenderer
depthHeight_NewRendererprivate
depthRes0Pipeline_NewRendererprivate
depthRes1Pipeline_NewRendererprivate
depthRes2Pipeline_NewRendererprivate
depthTarget_NewRendererprivate
depthWidth_NewRendererprivate
device_NewRendererprivate
drawEntityChams(SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd, const FrustumPlanes &frustumPlanes)NewRendererprivate
drawEntityModels(SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd, bool depth, const FrustumPlanes &frustumPlanes)NewRendererprivate
drawFrame(glm::vec3 eye, float yaw, float pitch, float roll)NewRenderer
drawFxaaPass(SDL_GPUTexture *sceneColor, SDL_GPUTexture *swapchain, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawGeometryDepthPass(SDL_GPUTexture *depthTexture, Uint8 res, Uint8 layer, SDL_GPUCommandBuffer *cmd, const glm::mat4 &shadowViewProjection, bool staticGeometry, bool entityGeometry, bool skinnedGeometry)NewRendererprivate
drawGeometryOverlayPass(SDL_GPUTexture *sceneColor, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawGeometryPass(SDL_GPUTexture *sceneColor, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawHud(SDL_GPURenderPass *pass)NewRendererprivate
drawHudPass(SDL_GPUTexture *target, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawMesh(SDL_GPURenderPass *renderPass, const Asset::Mesh &mesh) constNewRendererprivate
drawModel(ModelIdInt modelId, const glm::mat4 &modelTransform, SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd, const FrustumPlanes &frustumPlanes, glm::vec4 tint=glm::vec4{1.0f})NewRendererprivate
drawModelDepth(ModelIdInt modelId, const glm::mat4 &modelTransform, SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd, const FrustumPlanes &frustumPlanes)NewRendererprivate
drawParticles(SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd) constNewRendererprivate
drawSkinnedModels(SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawSsaoBlurPass(SDL_GPUTexture *ao, SDL_GPUTexture *depth, SDL_GPUTexture *normal, SDL_GPUTexture *output, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawSsaoCompositePass(SDL_GPUTexture *sceneColor, SDL_GPUTexture *rawAo, SDL_GPUTexture *blurredAo, SDL_GPUTexture *output, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawSsaoPass(SDL_GPUTexture *depth, SDL_GPUTexture *normal, SDL_GPUTexture *ao, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawStaticLightmapGeometryPass(SDL_GPUTexture *sceneColor, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawTonemapPass(SDL_GPUTexture *hdrSceneColor, SDL_GPUTexture *ldrColor, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawToShadowMap(SDL_GPUCommandBuffer *cmd, SDL_GPUTexture *shadowMapTexture, Uint8 res, bool staticGeometry, bool entityGeometry, bool skinnedGeometry, PointLightType lightType, bool cullByCamera=true)NewRendererprivate
drawUIPass(SDL_GPUTexture *swapchain, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawWeapon(SDL_GPURenderPass *geometryPass, SDL_GPUCommandBuffer *cmd, const FrustumPlanes &frustumPlanes)NewRendererprivate
drawWeaponPass(SDL_GPUTexture *sceneColor, SDL_GPUCommandBuffer *cmd)NewRendererprivate
drawWorldModelInstances(SDL_GPURenderPass *renderPass, SDL_GPUCommandBuffer *cmd, bool depth, const FrustumPlanes &frustumPlanes)NewRendererprivate
dynamicDepthSampler_NewRendererprivate
dynamicShadowMaps_NewRendererprivate
ensureDepthTextureSize(Uint32 width, Uint32 height)NewRendererprivate
ensureSceneTextureSize(Uint32 width, Uint32 height)NewRendererprivate
entities_NewRendererprivate
entityChamsPipeline_NewRendererprivate
firstFrame_NewRendererprivate
fxaaPipeline_NewRendererprivate
fxaaSampler_NewRendererprivate
geometryLightMapPipeline_NewRendererprivate
geometryPipeline_NewRendererprivate
getCamera() constNewRendererinline
getDevice() constNewRendererinline
getHdrFormat()NewRendererinlinestatic
getLastAcquireMs() constNewRendererinline
getLastRecordMs() constNewRendererinline
getLastSubmitMs() constNewRendererinline
getShaderFormat() constNewRendererinline
getSwapchainColorFormat() constNewRendererinline
hdrExposureNewRenderer
hdrWhitePointNewRenderer
hudPipeline_NewRendererprivate
hudSampler_NewRendererprivate
hudTexture_NewRendererprivate
imguiEnabledNewRenderer
inFrustum(const Asset::AABB &modelElementAABB, const FrustumPlanes &frustumPlanes, const glm::mat4 &modelMat)NewRendererprivatestatic
init(SDL_Window *window)NewRenderer
lastAcquireMs_NewRendererprivate
lastRecordMs_NewRendererprivate
lastSubmitMs_NewRendererprivate
lightIntensityMultiplierNewRenderer
lightMap_NewRendererprivate
loadHDRSkybox(const std::string &path)NewRenderer
loadLightMap()NewRendererprivate
loadSceneModel(const char *filename, glm::vec3 pos, float scale, bool flipUVs, const std::string &excludeNodesContaining="")NewRenderer
macShadowSizeNewRendererprivatestatic
mainHorizontalFovDegreesNewRenderer
metallicTextureStrengthNewRenderer
modelCount() constNewRenderer
movingLightShadowMaps_NewRendererprivate
nearestSampler_NewRendererprivate
onFirstFrame(SDL_GPUCommandBuffer *cmd)NewRendererprivate
particleSystem_NewRendererprivate
pendingScreenshotPath_NewRendererprivate
quit()NewRenderer
renderScaleNewRenderer
requestScreenshot(const std::string &path)NewRenderer
roughnessTextureStrengthNewRenderer
sampler_NewRendererprivate
scanHDRFiles()NewRenderer
sceneColor_NewRendererprivate
sceneHeight_NewRendererprivate
sceneLightInfo_NewRendererprivate
sceneNormal_NewRendererprivate
sceneWidth_NewRendererprivate
sceneWithAo_NewRendererprivate
scopeZoomNewRenderer
setEntityRenderList(std::vector< EntityRenderCmd > &&entityList)NewRenderer
setHudTexture(SDL_GPUTexture *hudTexture)NewRenderer
setMainCamera(glm::vec3 eye, float yaw, float pitch, float roll, Uint32 width, Uint32 height, float fov)NewRendererprivate
setModelEmissive(int32_t modelIdUnsanitized, glm::vec4 emissiveColor)NewRenderer
setModelScenePass(int32_t modelIndex, bool drawInScene)NewRenderer
setParticleSystem(ParticleSystem *ps)NewRenderer
setPointLights(std::vector< PointLight > pointLights)NewRenderer
setRig(const std::vector< RigMeshSource > &meshes, int numJoints)NewRenderer
setSkinnedFrame(const std::vector< glm::mat4 > &palette, const std::vector< SkinnedInstance > &instances)NewRenderer
setStaticPointLights(std::vector< PointLight > &&pointLights)NewRenderer
setVSync(bool enabled)NewRenderer
setWeaponViewmodel(const WeaponViewmodel &vm)NewRenderer
shaderFormat_NewRendererprivate
shadowSizeNewRendererprivatestatic
skinned()NewRendererinline
skinned() constNewRendererinline
skinnedPipeline_NewRendererprivate
skinnedRenderer_NewRendererprivate
ssaoBiasNewRenderer
ssaoBlurDepthThresholdNewRenderer
ssaoBlurEnabledNewRenderer
ssaoBlurNormalThresholdNewRenderer
ssaoBlurPipeline_NewRendererprivate
ssaoBlurRadiusNewRenderer
ssaoBlurred_NewRendererprivate
ssaoBlurStrengthNewRenderer
ssaoColor_NewRendererprivate
ssaoCompositePipeline_NewRendererprivate
ssaoCompositePowerNewRenderer
ssaoCompositeStrengthNewRenderer
ssaoContactWeightNewRenderer
ssaoDebugViewNewRenderer
ssaoDepthThresholdNewRenderer
ssaoHeight_NewRendererprivate
ssaoHemisphereMinNewRenderer
ssaoIntensityNewRenderer
ssaoMaxAoNewRenderer
ssaoMediumRadiusNewRenderer
ssaoMediumWeightNewRenderer
ssaoMinAoNewRenderer
ssaoNormalDiffMaxNewRenderer
ssaoNormalDiffMinNewRenderer
ssaoPipeline_NewRendererprivate
ssaoPixelRadiusScaleNewRenderer
ssaoRadiusNewRenderer
ssaoWidth_NewRendererprivate
staticDepthSampler_NewRendererprivate
staticShadowMaps_NewRendererprivate
staticShadowSizeNewRendererprivatestatic
texture_NewRendererprivate
togglesNewRenderer
tonemappedColor_NewRendererprivate
tonemapPipeline_NewRendererprivate
updateModelMeshVertices(int modelIndex, int meshIndex, const Vertex *vertices, Uint32 vertexCount)NewRenderer
useHDRSkyboxNewRenderer
vsyncEnabled_NewRendererprivate
weapon_NewRendererprivate
window_NewRendererprivate