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

Forward-declared to avoid circular includes. More...

#include <Renderer.hpp>

Public Attributes

bool sceneGeometry = true
 Hard-coded cube + floor.
 
bool pbrModels = true
 Assimp-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 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 taa = true
 Temporal anti-aliasing.
 
bool tonemap = true
 HDR -> LDR tone mapping (disabling = raw HDR blit).
 
bool particles = true
 GPU particle system.
 
bool sdfText = true
 SDF text rendering (HUD + world).
 

Detailed Description

Forward-declared to avoid circular includes.

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.

Member Data Documentation

◆ bloom

bool RenderToggles::bloom = true

Bloom downsample + upsample chain.

◆ entityModels

bool RenderToggles::entityModels = true

ECS-driven entity models (Renderable component).

◆ particles

bool RenderToggles::particles = true

GPU particle system.

◆ pbrModels

bool RenderToggles::pbrModels = true

Assimp-loaded scene models (opaque + transparent).

◆ sceneGeometry

bool RenderToggles::sceneGeometry = true

Hard-coded cube + floor.

◆ sdfText

bool RenderToggles::sdfText = true

SDF text rendering (HUD + world).

◆ shadows

bool RenderToggles::shadows = true

Shadow map pass + shadow sampling in PBR.

◆ 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.

◆ taa

bool RenderToggles::taa = true

Temporal anti-aliasing.

◆ tonemap

bool RenderToggles::tonemap = true

HDR -> LDR tone mapping (disabling = raw HDR blit).

◆ 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: