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group2 0.1.0
CSE 125 Group 2
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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). | |
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.
| bool RenderToggles::bloom = true |
Bloom downsample + upsample chain.
| bool RenderToggles::entityModels = true |
ECS-driven entity models (Renderable component).
| bool RenderToggles::particles = true |
GPU particle system.
| bool RenderToggles::pbrModels = true |
Assimp-loaded scene models (opaque + transparent).
| bool RenderToggles::sceneGeometry = true |
Hard-coded cube + floor.
| bool RenderToggles::sdfText = true |
SDF text rendering (HUD + world).
| bool RenderToggles::shadows = true |
Shadow map pass + shadow sampling in PBR.
| bool RenderToggles::skybox = true |
Procedural / cubemap skybox.
| bool RenderToggles::ssao = true |
Screen-space ambient occlusion.
| bool RenderToggles::ssr = true |
Screen-space reflections.
| bool RenderToggles::taa = true |
Temporal anti-aliasing.
| bool RenderToggles::tonemap = true |
HDR -> LDR tone mapping (disabling = raw HDR blit).
| bool RenderToggles::volumetrics = true |
Volumetric lighting / god rays.
| bool RenderToggles::weaponViewmodel = true |
First-person weapon.