|
Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
|
#include "app.h"#include "adaptive_sampler.h"#include "app_input.h"#include "app_input_state.h"#include "app_profiling.h"#include "app_settings.h"#include "app_subsystem.h"#include "app_ui.h"#include "async/async_coordinator.h"#include "async_loader.h"#include "bool_utils.h"#include "camera.h"#include "camera_input.h"#include "env_manager.h"#include "gamepad_input.h"#include "icosphere.h"#include "instanced_rendering.h"#include "lum_histogram.h"#include "postprocess.h"#include "postprocess_internal.h"#include "profiler.h"#include "renderer.h"#include "scene.h"#include "scene_gpu_resources.h"#include "texture.h"#include "tracy_gpu.h"#include <GLFW/glfw3.h>#include <string.h>Functions | |
| static void | app_load_initial_hdr (App *app) |
| int | app_init (App *app, int width, int height, const char *title) |
| Fully initializes the application state, window, and OpenGL context. | |
| void | app_cleanup (App *app) |
| Safely releases all GPU and CPU resources held by the application. | |
| static void | app_render_ui_trampoline (void *user_data) |
| static void | app_update_camera (App *app) |
| static void | app_update_mesh_subdivisions (App *app, int *last_subdiv) |
| void | app_run (App *app) |
| Enters the main application rendering and event loop. | |
| void | app_update (App *app) |
| One-frame logic update (physics, timers, camera). | |
| AppInputContext | app_input_ctx_from_app (App *app) |
| Constructs an AppInputContext from the full App state. | |
Variables | |
| static const char *const | DEFAULT_ENV_FILENAME = "env.hdr" |
| static const SubsystemDescriptor | APP_SUBSYSTEM_TABLE [] |
| void app_cleanup | ( | App * | app | ) |
Safely releases all GPU and CPU resources held by the application.
| int app_init | ( | App * | app, |
| int | width, | ||
| int | height, | ||
| const char * | title | ||
| ) |
Fully initializes the application state, window, and OpenGL context.
| AppInputContext app_input_ctx_from_app | ( | App * | app | ) |
Constructs an AppInputContext from the full App state.
Bridges between the GLFW user-pointer (App*) and the decoupled input API (AppInputContext*). Defined in app.c to keep the heavy App sub-struct includes out of app_input.c.
|
static |
|
static |
| void app_run | ( | App * | app | ) |
Enters the main application rendering and event loop.
| void app_update | ( | App * | app | ) |
One-frame logic update (physics, timers, camera).
|
static |
|
static |
|
static |
|
static |