One resolved 3D draw, produced by the frame data prep jobs. 更多...
#include <FrameDrawList.h>
Public 属性 | |
| Renderable3D::MeshRenderer * | mr = nullptr |
| Mesh * | meshForward = nullptr |
| Mesh to draw in the camera pass, LOD-resolved for this item's camera. | |
| Mesh * | meshShadow = nullptr |
| Mesh to draw in shadow / G-buffer passes, LOD-resolved for the main camera. | |
| Material * | material = 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). | |
| Camera3D * | camera = 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.h 第 18 行定义.
类成员变量说明
◆ camera
| Camera3D* eve::graphics::RenderItem3D::camera = nullptr |
在文件 FrameDrawList.h 第 31 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.h 第 41 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.h 第 37 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.h 第 39 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.h 第 28 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.h 第 30 行定义.
◆ hair
| bool eve::graphics::RenderItem3D::hair = false |
在文件 FrameDrawList.h 第 33 行定义.
◆ material
| Material* eve::graphics::RenderItem3D::material = nullptr |
在文件 FrameDrawList.h 第 24 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.h 第 21 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.h 第 23 行定义.
◆ model
| glm::mat4 eve::graphics::RenderItem3D::model {1.f} |
Precomputed model matrix (translation/rotation/scale).
在文件 FrameDrawList.h 第 26 行定义.
◆ mr
| Renderable3D::MeshRenderer* eve::graphics::RenderItem3D::mr = nullptr |
在文件 FrameDrawList.h 第 19 行定义.
◆ partIndex
| int eve::graphics::RenderItem3D::partIndex = -1 |
在文件 FrameDrawList.h 第 32 行定义.
◆ shadowCastable
| bool eve::graphics::RenderItem3D::shadowCastable = false |
在文件 FrameDrawList.h 第 34 行定义.
该结构体的文档由以下文件生成:
- src/modules/graphics/FrameDrawList.h