vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::RenderObjects Struct Reference

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.

Detailed Description

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.

Member Data Documentation

◆ skinFirst

std::vector<uint32_t> Vkm::Engine::RenderObjects::skinFirst

Per object: where its bones start in RenderView::skinMatrices.

Zero when ObjectDraw::skinCount is.

◆ scene

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.


The documentation for this struct was generated from the following file: