Date: 8/13/2025Category: ProgrammingTag: Programming, C++, SWD
Introduction
While I was learning how to do a GPU renderer, I realized the need for data structures to represent the scene which the renderer was to render. I wanted the following requirements for the representation system:
- Represent polygonal meshes with an arbitrary number of attributes of a set of types (in the vertices for now).
- Represent Shaders that use the attributes (vertices) and parameters (uniforms) as inputs.
- Represent Materials as a concrete assignment of values to the parameters of the shader.
