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group2 0.1.0
CSE 125 Group 2
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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). | |
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)
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.
| int32_t EntityRenderCmd::modelIndex = -1 |
Index into Renderer::models[].
| glm::mat4 EntityRenderCmd::worldTransform {1.0f} |
Full world transform (position × rotation × scale).