Table of Contents

Namespace ValveResourceFormat.Renderer

Namespaces

ValveResourceFormat.Renderer.Buffers
ValveResourceFormat.Renderer.Particles

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

Scene node representing cubemap-based volumetric fog.

SceneEnvMap

Environment map reflection probe with box or sphere projection.

SceneGradientFog

Scene node representing distance and height-based gradient fog.

SceneLight

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

Spatial volume that applies post-processing effects to the camera view.

SceneSkybox2D

Renders a 2D skybox using a fullscreen cube.

SceneTonemapController

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.