group2 0.1.0
CSE 125 Group 2
Loading...
Searching...
No Matches
EntityRenderCmd Struct Reference

SDL3 GPU renderer – forward PBR pipeline with HDR + tone mapping. More...

#include <Renderer.hpp>

Public Attributes

int32_t modelIndex = -1
 Index into Renderer::models[].
 
glm::mat4 worldTransform {1.0f}
 Full world transform (position × rotation × scale).
 

Detailed Description

SDL3 GPU renderer – forward PBR pipeline with HDR + tone mapping.

Render-pass architecture: Pass 0 – Shadow map (depth-only from directional light, cascaded) Pass 1 – Main colour pass (forward PBR into HDR render target)

  • Skybox (procedural gradient / cubemap)
  • Scene geometry (hard-coded cube + floor)
  • Loaded model (Assimp GLB meshes) Pass 2 – Tone mapping (HDR -> LDR swapchain) + ImGui overlay

Also owns the imgui_impl_sdlgpu3 render backend. The ImGui context and SDL3 input backend are owned by DebugUI – initialise DebugUI first.

Per-entity render command – built by Game, consumed by Renderer::drawFrame.

Member Data Documentation

◆ modelIndex

int32_t EntityRenderCmd::modelIndex = -1

Index into Renderer::models[].

◆ worldTransform

glm::mat4 EntityRenderCmd::worldTransform {1.0f}

Full world transform (position × rotation × scale).


The documentation for this struct was generated from the following file: