Namespace ValveResourceFormat.Renderer
Namespaces
Classes
- AnimationController
-
Manages skeletal animation playback and computes animated bone poses.
- Framebuffer.AttachmentFormat
-
Color attachment pixel format and type specification.
- BloomRenderer
-
Post-processing renderer that creates bloom effects using multi-pass Gaussian blur.
- Camera
-
Perspective camera with view and projection matrix management.
- DOFRenderer
- Framebuffer.DepthAttachmentFormat
-
Depth attachment pixel format and type specification.
- DrawCall
-
Single GPU draw operation with geometry, material, and render state.
- FlexStateManager
-
Manages flex controller state and morph target composition for facial animation.
- SceneAggregate.Fragment
-
Single drawable fragment within an aggregate with independent bounds.
- Framebuffer
-
OpenGL framebuffer object with color and depth attachments.
- GLEnvironment
-
OpenGL environment initialization and default render state configuration.
- GPUMeshBufferCache
-
Caches GPU mesh buffers and vertex array objects for efficient mesh rendering.
- GPUMeshBuffers
-
GPU vertex and index buffers created from VBIB mesh data.
- HammerEntities
-
Provides editor visualization metadata for Hammer entity classes.
- HammerEntities.HammerEntity
-
Editor representation of a Hammer entity (icons, colors, connection lines).
- HitboxSetSceneNode
-
Scene node that visualizes model hitbox sets for debugging.
- InfiniteGrid
-
Renders an infinite reference grid on the XY plane.
- HammerEntities.HammerEntity.Line
-
Defines a visual connection line between entities.
- MaterialLoader
-
Loads and caches materials and textures from Source 2 resources.
- MathUtils
-
Common math utility functions for rendering and animation.
- MeshCollectionNode
-
Base class for scene nodes that contain a collection of renderable meshes.
- MeshSceneNode
-
Scene node that renders a single mesh.
- ModelSceneNode
-
Scene node for rendering animated models with skeletal animation and morph targets.
- MorphComposite
-
Combines morph target deformations into GPU texture for facial animation rendering.
- NavMeshSceneNode
-
Scene node that visualizes navigation mesh areas and ladders.
- Octree.Node
-
A single node in the octree containing elements and child nodes.
- OcclusionDebugRenderer
-
Debug visualization renderer for occluded object bounds in occlusion culling. Renders bounding boxes directly from GPU buffer using procedural vertex generation.
- Octree
-
Spatial partitioning structure for efficient scene node culling and queries.
- OctreeDebugRenderer
-
Debug visualization renderer for octree spatial partitioning structure.
- OutlineRenderer
-
Fullscreen pass that draws an outline using using stencil edge detection.
- ShaderLoader.ParsedShaderData
-
Preprocessed shader source with defines, uniforms, and compiled stage code.
- ParticleSceneNode
-
Scene node that renders particle system effects.
- PhysSceneNode
-
Scene node that visualizes physics collision shapes.
- Rubikon.PhysicsHullData
-
Convex hull collision data with vertices, edges, and planes.
- Rubikon.PhysicsMeshData
-
Triangle mesh collision data for ray tracing.
- PickingTexture
-
Framebuffer for GPU-based object picking using unique object IDs.
- PlayerMovement
- PostProcessRenderer
-
Post-processing renderer for tonemapping, color grading, and adaptive exposure.
- QuadIndexBuffer
-
Pre-computed index buffer for rendering quads as triangle pairs.
- RenderMaterial
-
Material with shader, textures, and render state for GPU rendering.
- RenderModes
-
Available render mode options for debug visualization.
- RenderTexture
-
OpenGL texture object with metadata for dimensions and filtering configuration.
- RenderableMesh
-
GPU-ready mesh with draw calls, materials, and optional skeletal animation support.
- Renderer
-
Main renderer for Source 2 scenes with support for shadows, post-processing, and multiple render passes.
- RendererContext
-
Shared context containing loaders and caches used by the renderer.
- Rubikon
-
Ray tracing against Rubikon physics collision shapes including meshes and hulls.
- Scene
-
Container for scene nodes with spatial partitioning, lighting, and render state management.
- SceneAggregate
-
Scene node for instanced rendering of aggregated world geometry.
- SceneBackground
-
Default scene background with configurable solid or gradient rendering.
- SceneCubemapFog
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Scene node representing cubemap-based volumetric fog.
- SceneEnvMap
-
Environment map reflection probe with box or sphere projection.
- SceneGradientFog
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Scene node representing distance and height-based gradient fog.
- SceneLight
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Scene node representing a light source with type, color, and attenuation.
- SceneLightProbe
-
Scene node for indirect lighting via light probe volumes.
- SceneNode
-
Base class for all objects in the scene graph.
- ScenePostProcessVolume
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Spatial volume that applies post-processing effects to the camera view.
- SceneSkybox2D
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Renders a 2D skybox using a fullscreen cube.
- SceneTonemapController
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Scene node for controlling global tonemapping and exposure parameters.
- SelectedNodeRenderer
-
Renders selection outlines and debug information for selected scene nodes.
- Shader
-
OpenGL shader program with uniform management and material defaults.
- ShaderLoader.ShaderCompilerException
-
Exception thrown when shader compilation or linking fails.
- ShaderLoader
-
Compiles and caches OpenGL shader programs from source files.
- ShaderParser
-
Preprocesses shader source files and extracts defines and render modes.
- ShapeSceneNode
-
Base class for scene nodes that render primitive shapes like boxes, spheres, and capsules.
- SkeletonSceneNode
-
Scene node that visualizes skeletal bone hierarchy and animation poses.
- TextRenderer
-
Renders text using multi-channel signed distance field fonts.
- Timings
-
Utility class for measuring CPU and GPU timings of code regions.
- UserInput
-
Handles keyboard and mouse input for camera movement and orbit controls.
- WorldFogInfo
-
Represents the fog data for the current scene.
- WorldLightingInfo
-
Scene lighting data including lightmaps, reflection probes, and shadow maps.
- WorldLoader
-
Loads and manages Source 2 world data including entities, lighting, and geometry.
- WorldNodeLoader
-
Loads scene objects and aggregates from a world node resource.
- WorldPostProcessInfo
-
Manages post-processing volumes and current post-processing state for the scene.
Structs
- AABB
-
Axis-aligned bounding box for spatial queries and culling.
- Rubikon.AABBTraceContext
- BloomSettings
-
Bloom effect parameters including threshold, intensity, and per-mip blur settings.
- UserInput.CameraLite
-
Lightweight camera state snapshot for smooth interpolation.
- Color32
-
32-bit RGBA color with byte component storage.
- DOFRenderer.Dof2InputParams
- SceneEnvMap.EnvMapVisibility128
-
128-bit bitmask tracking which environment maps are visible to a node.
- ExposureSettings
-
Automatic exposure adjustment parameters for adaptive brightness.
- Frustum
-
View frustum for culling objects outside the camera's visible area.
- GLDebugGroup
-
RAII wrapper for OpenGL debug group markers.
- IndexDrawBuffer
-
Index buffer binding for draw calls.
- Meshlet
-
Small group of triangles on a mesh used for low level culling
- Meshlet.MeshletBounds
-
Packed axis-aligned bounding box stored as two 32-bit values. Each uint packs three 10-bit normalized components (x/y/z in 0..1023).
- Meshlet.MeshletCone
-
Quantized cone used for backface/cone culling.
- PickingTexture.PickingResponse
-
Object picking response containing intent and pixel data.
- PickingTexture.PixelInfo
-
Pixel data read back from the picking framebuffer.
- PostProcessState
-
Combined post-processing state including tonemapping, bloom, and color grading.
- Rubikon.RayTraceContext
-
Precomputed ray direction data for accelerated ray tracing.
- Scene.RenderContext
-
Context data passed to scene nodes and renderers during draw calls.
- RenderModes.RenderMode
-
Render mode configuration with optional header flag.
- SimpleVertex
-
Simple vertex with position and color for debug rendering.
- SimpleVertexNormal
-
Simple vertex with position, color, and normal for debug rendering.
- TextRenderer.TextRenderRequest
-
Text rendering parameters.
- TonemapSettings
-
Filmic tonemapping curve parameters for HDR-to-LDR conversion.
- Rubikon.TraceResult
-
Ray trace hit result with position, normal, and distance.
- Scene.UpdateContext
-
Context data passed to scene nodes during per-frame update.
- VertexDrawBuffer
-
Vertex buffer binding with stride and attribute layout.
Enums
- BloomBlendType
-
Bloom compositing blend modes.
- CubemapType
-
Storage format for environment map cubemap textures.
- DepthOnlyProgram
-
Shader program variants for depth-only rendering in shadow maps and depth pre-pass.
- SceneLight.EntityType
-
Source 2 light entity class names.
- LightProbeType
-
Storage format for light probe irradiance data.
- SceneLight.LightType
-
Shader light type for rendering calculations.
- Scene.NodeType
- PickingTexture.PickingIntent
-
Type of interaction when picking an object.
- RenderPass
-
Rendering pass types that define draw call ordering.
- ReservedTextureSlots
-
Reserved GPU texture unit slots for global textures.
- ShaderProgramType
-
Shader stage types in the rendering pipeline.
- TrackedKeys
-
Flags for keyboard and mouse input state tracking.