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| bool | supports (RendererFeature feature) const override |
| | Return true iff this renderer implements the given feature.
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| bool | init (SDL_Window *window) override |
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| bool | init (SDL_Window *window, SDL_GPUDevice *sharedDevice) |
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| void | drawFrame (glm::vec3 eye, float yaw, float pitch, float roll) override |
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| void | quit () override |
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| SDL_GPUDevice * | getDevice () const override |
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| SDL_GPUShaderFormat | getShaderFormat () const override |
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| const Camera & | getCamera () const override |
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| void | setParticleSystem (ParticleSystem *) override |
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| int | loadSceneModel (const char *, glm::vec3, float, bool) override |
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| int | uploadSceneModel (const LoadedModel &) override |
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| bool | setVSync (bool) override |
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| void | updateModelMeshVertices (int, int, const ModelVertex *, Uint32) override |
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| void | setEntityRenderList (std::vector< EntityRenderCmd >) override |
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| void | setPointLights (std::vector< PointLight >) override |
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| void | setModelEmissive (int, glm::vec4) override |
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| void | setWeaponViewmodel (const WeaponViewmodel &) override |
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| void | requestScreenshot (const std::string &) override |
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| int | modelCount () const override |
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| virtual | ~IRenderer ()=default |
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Graphics-team's work-in-progress SDL3 GPU renderer.
Implements IRenderer but only a handful of methods are meaningful today (init, drawFrame, quit). Everything else returns a no-op / sentinel; supports(...) reflects the truth so HybridRenderer routes unimplemented calls back to the legacy renderer.
As each feature comes online here, flip its entry on in supports(...) and remove the corresponding pass-through from the legacy renderer when ready.
Shaders: shaders/projective.vert + shaders/normal.frag (compiled GLSL → SPIR-V at build time via glslc/glslangValidator).