SceneData

Engine/source/materials/sceneData.h

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Public Types

enum
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.

lights [8]

The current lights to use in rendering in order of the light importance.

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.

Initializes the data with the scene state setting common scene wide parameters.

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.

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)