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eve::graphics::RenderItem3D结构体 参考

One resolved 3D draw, produced by the frame data prep jobs. 更多...

#include <FrameDrawList.h>

Public 属性

Renderable3D::MeshRenderermr = nullptr
 
MeshmeshForward = nullptr
 Mesh to draw in the camera pass, LOD-resolved for this item's camera.
 
MeshmeshShadow = nullptr
 Mesh to draw in shadow / G-buffer passes, LOD-resolved for the main camera.
 
Materialmaterial = nullptr
 
glm::mat4 model {1.f}
 Precomputed model matrix (translation/rotation/scale).
 
float distSq = 0.f
 Squared distance to this item's camera (hair sort order).
 
float distSqMain = 0.f
 Squared distance to the main camera (shadow / G-buffer LOD).
 
Camera3Dcamera = nullptr
 
int partIndex = -1
 
bool hair = false
 
bool shadowCastable = false
 
bool culled = false
 Set by the prep when "frustumCull" is enabled and the item is outside the view of its own camera (used by the forward pass).
 
bool culledMain = false
 Same test against the default camera's frustum (G-buffer pass).
 
uint32_t cascadeMask = 0
 Bit c set when the caster may contribute to cascade c.
 

详细描述

One resolved 3D draw, produced by the frame data prep jobs.

All CPU work that used to happen inside the render loop (ECS traversal, model matrix, LOD selection, distance) is done once per frame in the prep phase; the render thread only consumes these items.

在文件 FrameDrawList.h18 行定义.

类成员变量说明

◆ camera

Camera3D* eve::graphics::RenderItem3D::camera = nullptr

在文件 FrameDrawList.h31 行定义.

◆ cascadeMask

uint32_t eve::graphics::RenderItem3D::cascadeMask = 0

Bit c set when the caster may contribute to cascade c.

在文件 FrameDrawList.h41 行定义.

◆ culled

bool eve::graphics::RenderItem3D::culled = false

Set by the prep when "frustumCull" is enabled and the item is outside the view of its own camera (used by the forward pass).

在文件 FrameDrawList.h37 行定义.

◆ culledMain

bool eve::graphics::RenderItem3D::culledMain = false

Same test against the default camera's frustum (G-buffer pass).

在文件 FrameDrawList.h39 行定义.

◆ distSq

float eve::graphics::RenderItem3D::distSq = 0.f

Squared distance to this item's camera (hair sort order).

在文件 FrameDrawList.h28 行定义.

◆ distSqMain

float eve::graphics::RenderItem3D::distSqMain = 0.f

Squared distance to the main camera (shadow / G-buffer LOD).

在文件 FrameDrawList.h30 行定义.

◆ hair

bool eve::graphics::RenderItem3D::hair = false

在文件 FrameDrawList.h33 行定义.

◆ material

Material* eve::graphics::RenderItem3D::material = nullptr

在文件 FrameDrawList.h24 行定义.

◆ meshForward

Mesh* eve::graphics::RenderItem3D::meshForward = nullptr

Mesh to draw in the camera pass, LOD-resolved for this item's camera.

在文件 FrameDrawList.h21 行定义.

◆ meshShadow

Mesh* eve::graphics::RenderItem3D::meshShadow = nullptr

Mesh to draw in shadow / G-buffer passes, LOD-resolved for the main camera.

在文件 FrameDrawList.h23 行定义.

◆ model

glm::mat4 eve::graphics::RenderItem3D::model {1.f}

Precomputed model matrix (translation/rotation/scale).

在文件 FrameDrawList.h26 行定义.

◆ mr

Renderable3D::MeshRenderer* eve::graphics::RenderItem3D::mr = nullptr

在文件 FrameDrawList.h19 行定义.

◆ partIndex

int eve::graphics::RenderItem3D::partIndex = -1

在文件 FrameDrawList.h32 行定义.

◆ shadowCastable

bool eve::graphics::RenderItem3D::shadowCastable = false

在文件 FrameDrawList.h34 行定义.


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