|
group2 0.1.0
CSE 125 Group 2
|
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. | |
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.
| bool RenderToggles::bloom = true |
Bloom downsample + upsample chain.
| bool RenderToggles::entityModels = true |
ECS-driven entity models (Renderable component).
| bool RenderToggles::metallicTextures = true |
Sample material metallic maps when present.
| bool RenderToggles::normalTextures = false |
Sample material normal maps when present.
| bool RenderToggles::particles = true |
GPU particle system.
| bool RenderToggles::pbrModels = true |
Loaded scene models (opaque + transparent).
| bool RenderToggles::roughnessTextures = true |
Sample material roughness maps when present.
| bool RenderToggles::sdfText = true |
SDF text rendering (HUD + world).
| bool RenderToggles::shadows = true |
Shadow map pass + shadow sampling in PBR.
| bool RenderToggles::skinnedCharacters = true |
Instanced GPU skinning pass for player meshes.
| bool RenderToggles::skybox = true |
Procedural / cubemap skybox.
| bool RenderToggles::ssao = true |
Screen-space ambient occlusion.
| bool RenderToggles::ssr = true |
Screen-space reflections.
| bool RenderToggles::volumetrics = true |
Volumetric lighting / god rays.
| bool RenderToggles::weaponViewmodel = true |
First-person weapon.