Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
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TrailRenderer Struct Reference

Manages trail state and GPU resources for all bodies. More...

#include <trail_renderer.h>

Collaboration diagram for TrailRenderer:
[legend]

Data Fields

TrailRing rings [NBODY_MAX_BODIES]
 
TrailVertex * staging
 
int body_count
 
float sample_timer
 
float sim_time
 
float trail_duration
 
GLuint vao
 
GLuint vbo
 
Shader * shader
 
int vertex_count
 
vec3 colors [NBODY_MAX_BODIES]
 
TrailNeonParams neon
 

Detailed Description

Manages trail state and GPU resources for all bodies.

Field Documentation

◆ body_count

int TrailRenderer::body_count

Number of tracked bodies.

◆ colors

vec3 TrailRenderer::colors[NBODY_MAX_BODIES]

◆ neon

TrailNeonParams TrailRenderer::neon

Adjustable neon profile.

◆ rings

TrailRing TrailRenderer::rings[NBODY_MAX_BODIES]

Per-body position history.

◆ sample_timer

float TrailRenderer::sample_timer

Accumulator for sample rate.

◆ shader

Shader* TrailRenderer::shader

Trail rendering shader program.

◆ sim_time

float TrailRenderer::sim_time

Monotonic simulation time.

◆ staging

TrailVertex* TrailRenderer::staging

◆ trail_duration

float TrailRenderer::trail_duration

Trail lifetime in seconds.

◆ vao

GLuint TrailRenderer::vao

VAO for ribbon geometry.

◆ vbo

GLuint TrailRenderer::vbo

Dynamic VBO for ribbon vertices.

◆ vertex_count

int TrailRenderer::vertex_count

Vertices written this frame.


The documentation for this struct was generated from the following file: