SceneData
Engine/source/materials/sceneData.h
Public Types
BinType { RegularBin = 0 GlowBin DeferredBin HighlightBin }
The special bin types.
Public Attributes
This defines when we're rendering a special bin type that the material or lighting system needs to know about.
void *
A generic hint value passed from the game code down to the material for use by shader features.
bool
Enables wireframe rendering for the object.
Public Functions
Constructor.
init(const SceneRenderState * state, BinType type)
Initializes the data with the scene state setting common scene wide parameters.
setFogParams(const FogData & data)
Detailed Description
Public Types
BinType
Enumerator
- RegularBin = 0
A normal render bin that isn't one of the special bins we care about.
- GlowBin
The glow render bin.
see:- DeferredBin
The deferred render bin.
@RenderDeferredMgr
- HighlightBin
The selection-highlight render bin.
@afxRenderHighlightMgr
The special bin types.
Public Attributes
GFXTextureObject * accuTex
LinearColorF ambientLightColor
GFXTextureObject * backBuffTex
BinType binType
This defines when we're rendering a special bin type that the material or lighting system needs to know about.
GFXCubemap * cubemap
Vector< CustomShaderBindingData * > customShaderData
LinearColorF fogColor
F32 fogDensity
F32 fogDensityOffset
F32 fogHeightFalloff
GFXTextureObject * lightmap
LightInfo * lights [8]
The current lights to use in rendering in order of the light importance.
void * materialHint
A generic hint value passed from the game code down to the material for use by shader features.
GFXTextureObject * miscTex
const MatrixF * objTrans
GFXTextureObject * reflectTex
F32 visibility
bool wireframe
Enables wireframe rendering for the object.
Public Functions
SceneData()
Constructor.
init(const SceneRenderState * state, BinType type)
Initializes the data with the scene state setting common scene wide parameters.
setFogParams(const FogData & data)