Struct GUIRendererSharedVars#
Defined in File GUIRendererSharedVars.ixx
Struct Documentation#
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struct GUIRendererSharedVars#
Public Members
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RasterizationMode rasterizationMode = RasterizationMode::Forward#
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bool raytracing = false#
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bool pathTracing = false#
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bool shader_hot_reload_triggered = false#
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bool frustum_culling_enabled = true#
CPU frustum culling. A switch rather than a constant because culling is the one optimisation that can silently delete visible geometry - when something goes missing, being able to turn it off tells you in one click whether culling is the cause. Gates the camera-frustum cull used by the two raster paths (VulkanRenderer::record_commands) AND the cascade-frustum cull in the shadow pass (CascadedShadowMap::recordCommands
), so the checkbox answers “is
culling why this is missing” for shadows too.
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GpuTimings gpuTimings#
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VisibilityStats visibility#
Meshes submitted vs considered by the last recorded frame, written by the renderer and read by the GUI.
Culling is otherwise invisible: it has no visual signature when it is working and none when it is wrong either - geometry simply is not there. These two numbers are what turn “something is missing” into “culling dropped it”, and they are also the only way to see whether culling is doing anything at all in a given scene.
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int pathTracingSamplesPerPixel = 8#
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int pathTracingMaxBounces = 8#
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RasterizationMode rasterizationMode = RasterizationMode::Forward#