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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Every object the frame can draw, written once by the cull, and the lists of what each reader draws. More...
#include <render_objects.h>
Public Attributes | |
| std::vector< glm::mat4 > | models |
| World matrices. | |
| std::vector< Math::AABB > | bounds |
| World boxes, posed for a posed mesh. | |
| std::vector< uint32_t > | skinFirst |
| Per object: where its bones start in RenderView::skinMatrices. | |
| std::vector< uint32_t > | visible |
| The objects the camera sees, in object order, unsorted. | |
| std::vector< uint32_t > | scene |
| Every drawn object, camera or not, shadow casters first. | |
| uint32_t | casterCount = 0 |
| How many of scene cast shadows, which are its prefix. | |
Every object the frame can draw, written once by the cull, and the lists of what each reader draws.
An object index is the Mesh's place in its storage this frame. The per-object arrays are parallel and sized to every Mesh; an index no list names holds stale data. Owned by Visibility, borrowed by RenderView.
| std::vector<uint32_t> Vkm::Engine::RenderObjects::skinFirst |
Per object: where its bones start in RenderView::skinMatrices.
Zero when ObjectDraw::skinCount is.
| std::vector<uint32_t> Vkm::Engine::RenderObjects::scene |
Every drawn object, camera or not, shadow casters first.
For drawing that is not the camera's: shadows and captures.