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

Live toggles for every render system — exposed to ImGui. More...

#include <RendererTypes.hpp>

Public Attributes

bool pbrModels = true
 Loaded scene models (opaque + transparent).
bool entityModels = true
 ECS-driven entity models (Renderable component).
bool weaponViewmodel = true
 First-person weapon.
bool skybox = true
 Procedural / cubemap skybox.
bool normalTextures = false
 Sample material normal maps when present.
bool roughnessTextures = true
 Sample material roughness maps when present.
bool metallicTextures = true
 Sample material metallic maps when present.
bool shadows = true
 Shadow map pass + shadow sampling in PBR.
bool ssao = true
 Screen-space ambient occlusion.
bool bloom = true
 Bloom downsample + upsample chain.
bool ssr = true
 Screen-space reflections.
bool volumetrics = true
 Volumetric lighting / god rays.
bool particles = true
 GPU particle system.
bool sdfText = true
 SDF text rendering (HUD + world).
bool skinnedCharacters = true
 Instanced GPU skinning pass for player meshes.

Detailed Description

Live toggles for every render system — exposed to ImGui.

All default to true (everything on). The renderer checks these each frame and skips the corresponding pass/dispatch when disabled. Graphics team should consult these inside each pass's entry point.

Member Data Documentation

◆ bloom

bool RenderToggles::bloom = true

Bloom downsample + upsample chain.

◆ entityModels

bool RenderToggles::entityModels = true

ECS-driven entity models (Renderable component).

◆ metallicTextures

bool RenderToggles::metallicTextures = true

Sample material metallic maps when present.

◆ normalTextures

bool RenderToggles::normalTextures = false

Sample material normal maps when present.

◆ particles

bool RenderToggles::particles = true

GPU particle system.

◆ pbrModels

bool RenderToggles::pbrModels = true

Loaded scene models (opaque + transparent).

◆ roughnessTextures

bool RenderToggles::roughnessTextures = true

Sample material roughness maps when present.

◆ sdfText

bool RenderToggles::sdfText = true

SDF text rendering (HUD + world).

◆ shadows

bool RenderToggles::shadows = true

Shadow map pass + shadow sampling in PBR.

◆ skinnedCharacters

bool RenderToggles::skinnedCharacters = true

Instanced GPU skinning pass for player meshes.

◆ skybox

bool RenderToggles::skybox = true

Procedural / cubemap skybox.

◆ ssao

bool RenderToggles::ssao = true

Screen-space ambient occlusion.

◆ ssr

bool RenderToggles::ssr = true

Screen-space reflections.

◆ volumetrics

bool RenderToggles::volumetrics = true

Volumetric lighting / god rays.

◆ weaponViewmodel

bool RenderToggles::weaponViewmodel = true

First-person weapon.


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