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FrameDrawList.h
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1#pragma once
2
3#include "graphics/Mesh.h"
5
6#include <glm/glm.hpp>
7#include <vector>
8
9namespace eve::graphics {
10
21 Mesh *meshForward = nullptr;
23 Mesh *meshShadow = nullptr;
24 Material *material = nullptr;
26 glm::mat4 model{1.f};
28 float distSq = 0.f;
30 float distSqMain = 0.f;
31 Camera3D *camera = nullptr;
32 int partIndex = -1; // -1 = whole-entity item
33 bool hair = false;
34 bool shadowCastable = false;
37 bool culled = false;
39 bool culledMain = false;
41 uint32_t cascadeMask = 0;
42};
43
51 void reset() {
52 opaque.clear();
53 hair.clear();
54 hasAny = false;
55 }
56
57 std::vector<RenderItem3D> opaque;
58 std::vector<RenderItem3D> hair;
59 bool hasAny = false;
60};
61
62} // namespace eve::graphics
Packages shading method + surface parameters into one attachable asset.
Definition Material.h:26
GPU mesh handle (+ optional CPU morph targets).
Definition Mesh.h:18
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Definition AnimTrail.h:6
Double-buffered per-frame draw list written by the prep jobs and only read by the render thread....
std::vector< RenderItem3D > hair
std::vector< RenderItem3D > opaque
void reset()
Clear both lists, keeping capacity for the next frame.
One resolved 3D draw, produced by the frame data prep jobs.
glm::mat4 model
Precomputed model matrix (translation/rotation/scale).
float distSqMain
Squared distance to the main camera (shadow / G-buffer LOD).
Mesh * meshShadow
Mesh to draw in shadow / G-buffer passes, LOD-resolved for the main camera.
Renderable3D::MeshRenderer * mr
uint32_t cascadeMask
Bit c set when the caster may contribute to cascade c.
float distSq
Squared distance to this item's camera (hair sort order).
bool culled
Set by the prep when "frustumCull" is enabled and the item is outside the view of its own camera (use...
bool culledMain
Same test against the default camera's frustum (G-buffer pass).
Mesh * meshForward
Mesh to draw in the camera pass, LOD-resolved for this item's camera.