Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
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include Directory Reference

Files

 action_notifier.h
 Temporary on-screen notification system for user actions.
 
 adaptive_sampler.h
 Adaptive sampling utility for performance metrics.
 
 app.h
 
 app_binding.h
 
 app_input.h
 User input orchestration and application state toggles.
 
 app_input_state.h
 Camera, gamepad, key-bindings, and input smoothing sub-struct.
 
 app_metrics.h
 
 app_profiling.h
 Profiling, metrics, and performance monitoring sub-struct.
 
 app_settings.h
 Global application constants, configuration macros, and default values.
 
 app_subsystem.h
 Subsystem descriptor pattern for structured init/cleanup.
 
 app_ui.h
 UI rendering module for the application.
 
 app_ui_layout.h
 Private UI layout constants, keyboard and gamepad layout data.
 
 app_window.h
 
 asset_manager.h
 
 async_backend.h
 Contrat d'implémentation pour les backends de décodage d'assets.
 
 async_loader.h
 Threaded asynchronous file loader engine (Format-agnostic).
 
 billboard_renderer.h
 Unified billboard sorting and rendering system.
 
 billboard_sorter.h
 Back-to-front sorting for transparent billboard geometry.
 
 bool_utils.h
 Portable bool↔int conversion macros for clang-tidy compliance.
 
 camera.h
 First-person camera module with realistic physics and head-bobbing.
 
 camera_input.h
 Input handling adapter for the Camera system.
 
 cli.h
 Command-line interface and argument parsing.
 
 dvec3.h
 Double-precision 3D vector helpers for physics simulation.
 
 effect_benchmark.h
 Automated A/B GPU cost measurement for individual postprocess effects.
 
 env_manager.h
 Environment and IBL management module.
 
 fps.h
 
 gamepad_context.h
 Decoupling seam between gamepad input and camera internals.
 
 gamepad_input.h
 Gamepad/controller input adapter for camera control.
 
 gl_common.h
 Common OpenGL definitions, RAII helpers, and utilities.
 
 gl_debug.h
 
 gpu_profiler.h
 
 gpu_profiler_ui.h
 
 gpu_profiler_ui_layout.h
 Private UI layout constants for the GPU profiler overlay.
 
 gpu_usage.h
 
 ibl_coordinator.h
 Coordinator for progressive Image-Based Lighting (IBL) generation.
 
 icosphere.h
 Procedural icosphere geometry generation.
 
 instanced_rendering.h
 Mesh-based instanced rendering for spheres.
 
 io.h
 Centralized secure file loading utilities.
 
 light_probes.h
 
 log.h
 Thread-safe logging utility with timestamps and severity levels.
 
 lum_histogram.h
 
 main.h
 Entry point configuration and global constants.
 
 material.h
 PBR material definitions and management.
 
 mem.h
 
 metric_stack.h
 
 nbody.h
 N-body gravitational simulation (Velocity Verlet + Plummer softening).
 
 nbody_internal.h
 
 nbody_types.h
 
 pbr.h
 Physically-Based Rendering (PBR) and Image-Based Lighting (IBL) utilities.
 
 perf_mode.h
 Runtime performance optimization module.
 
 perf_timer.h
 High-precision performance measurement (CPU and GPU).
 
 postprocess.h
 Public API for the post-processing pipeline.
 
 postprocess_input.h
 
 postprocess_internal.h
 PostProcess struct definition and internal helpers.
 
 postprocess_presets.h
 Extern declarations for predefined post-processing pipeline presets.
 
 postprocess_readback.h
 Async GPU readback and histogram API for post-processing.
 
 postprocess_setters.h
 Parameter setter/getter API for the post-processing pipeline.
 
 pp_exposure_readback.h
 Async GPU readback state for exposure and histogram.
 
 pp_gpu_resources.h
 GPU resource handles for the post-processing pipeline.
 
 pp_params.h
 Parameter structs and defaults for uber-shader post-processing effects.
 
 pp_shader_state.h
 Shader management state for the optimized uber-shader pipeline.
 
 pp_ubo.h
 GPU-side Uniform Buffer Object layout for the post-processing uber-shader.
 
 profiler.h
 
 render_utils.h
 Utilities for OpenGL rendering, focusing on robustness and NVIDIA compatibility.
 
 renderer.h
 
 scene.h
 
 scene_config.h
 Render configuration flags extracted from Scene.
 
 scene_gpu_resources.h
 GPU resource handles extracted from Scene to reduce fan-out.
 
 scene_internal.h
 Internal declarations shared across scene_*.c translation units.
 
 scene_lighting.h
 IBL, probes, and materials sub-struct extracted from Scene.
 
 scene_shaders.h
 Shader pointers and uniform caches extracted from Scene.
 
 scene_simulation.h
 N-body simulation sub-struct extracted from Scene.
 
 scene_uniforms.h
 Shader uniform cache structs and GPU UBO layouts for scene rendering.
 
 scene_visuals.h
 Visual effects sub-struct extracted from Scene.
 
 sh_math.h
 
 shader.h
 High-level OpenGL shader management with metadata and uniform caching.
 
 shockwave.h
 Visual shockwave effect for N-body confinement boundary impacts.
 
 simd_utils.h
 
 skybox.h
 Infinite-distance background rendering (fullscreen quad approach).
 
 sphere_types.h
 Pure-data type for per-instance sphere attributes.
 
 ssbo_rendering.h
 Buffer-backed instancing for ultra-large-scale rendering.
 
 texture.h
 Image loading and GPU texture management.
 
 tracy_gpu.h
 
 tracy_log.h
 
 tracy_manager.h
 
 trail_renderer.h
 GPU-accelerated ribbon trail renderer for N-body simulation.
 
 ui.h
 Minimal immediate-mode User Interface (UI) library.
 
 utils.h
 Zero-overhead utility functions and RAII cleanup helpers.
 
 window.h