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Suckless OGL
1.0.0
A lean, high-performance C11 PBR Renderer
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File List
Here is a list of all files with brief descriptions:
[detail level
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docs
doxygen_resources
►
include
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_metrics.h
app_settings.h
Global application constants, configuration macros, and default values
app_ui.h
UI rendering module for the application
async_loader.h
Threaded asynchronous file loader for heavy assets (HDR, textures)
billboard_rendering.h
View-aligned quad rendering (billboarding) for optimized sphere drawing
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
effect_benchmark.h
Automated A/B GPU cost measurement for individual postprocess effects
env_manager.h
Environment and IBL management module
fps.h
gl_common.h
Common OpenGL definitions, RAII helpers, and utilities
gl_debug.h
gpu_profiler.h
gpu_profiler_ui.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
main.h
Entry
point configuration and global constants
material.h
PBR material definitions and management
mem.h
metric_stack.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
High-level post-processing pipeline and effects
postprocess_input.h
postprocess_presets.h
Predefined configurations for the post-processing pipeline
profiler.h
render_utils.h
Utilities for OpenGL rendering, focusing on robustness and NVIDIA compatibility
renderer.h
scene.h
sh_math.h
shader.h
High-level OpenGL shader management with metadata and uniform caching
simd_utils.h
skybox.h
Infinite-distance background rendering (fullscreen quad approach)
sphere_sorting.h
Back-to-front sorting for transparent geometry
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
ui.h
Minimal immediate-mode User Interface (UI) library
utils.h
Zero-overhead utility functions and RAII cleanup helpers
window.h
►
shaders
background.frag
background.vert
billboard_instance_ssbo.glsl
billboard_ubo.glsl
bloom_downsample.frag
bloom_prefilter.frag
bloom_upsample.frag
common.glsl
debug_line.frag
debug_line.vert
debug_probe.frag
debug_probe.vert
debug_tex.frag
debug_tex.vert
lum_downsample.frag
pbr_functions.glsl
pbr_ibl_billboard.frag
pbr_ibl_billboard.vert
pbr_ibl_instanced.frag
pbr_ibl_instanced.vert
pbr_ibl_ssbo.vert
postprocess.frag
postprocess.vert
projection_utils.glsl
sh_probe.glsl
sphere_sort.glsl
ui.frag
ui.vert
ui_spinner.frag
ui_spinner.vert
►
src
action_notifier.c
adaptive_sampler.c
app.c
app_binding.c
app_input.c
app_metrics.c
app_ui.c
async_coordinator.c
async_loader.c
billboard_rendering.c
camera.c
camera_input.c
cli.c
effect_benchmark.c
Automated A/B GPU cost measurement for postprocess effects
env_manager.c
fps.c
gl_debug.c
gpu_profiler.c
gpu_profiler_ui.c
ibl_coordinator.c
Implementation of the IBL generation state machine
icosphere.c
instanced_rendering.c
io.c
light_probes.c
log.c
main.c
material.c
metric_stack.c
pbr.c
perf_mode.c
Runtime performance optimization implementation
perf_timer.c
postprocess.c
postprocess_input.c
render_utils.c
renderer.c
scene.c
sh_math.c
shader.c
simd_utils.c
skybox.c
sphere_sorting.c
ssbo_rendering.c
stb_image_impl.c
texture.c
tracy_log.c
tracy_manager.c
ui.c
utils.c
Implementation of utility functions
window.c
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