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Urho3D::PipelineBatchDesc Struct Reference

Information needed to fully create PipelineBatch. More...

#include <Urho3D/RenderPipeline/BatchCompositor.h>

Inheritance diagram for Urho3D::PipelineBatchDesc:
Urho3D::PipelineBatch

Public Member Functions

 PipelineBatchDesc (Drawable *drawable, unsigned sourceBatchIndex, Pass *pass, void *userData=nullptr)
 
void InitializeShadowBatch (LightProcessor *light, unsigned lightIndex, unsigned lightHash)
 
void InitializeLitBatch (LightProcessor *light, unsigned lightIndex, unsigned lightHash)
 
BatchStateCreateKey GetKey () const
 
- Public Member Functions inherited from Urho3D::PipelineBatch
const SourceBatchGetSourceBatch () const
 
 PipelineBatch (Drawable *drawable, unsigned sourceBatchIndex, void *userData=nullptr)
 

Public Attributes

Passpass_ {}
 
unsigned drawableHash_ {}
 
LightProcessorpixelLightForPipelineState_ {}
 
unsigned pixelLightForPipelineStateIndex_ {}
 
unsigned pixelLightForPipelineStateHash_ {}
 
- Public Attributes inherited from Urho3D::PipelineBatch
Drawabledrawable_ {}
 
Geometrygeometry_ {}
 
Materialmaterial_ {}
 
PipelineState * pipelineState_ {}
 
void * userData_ {}
 
unsigned drawableIndex_ {}
 
unsigned pixelLightIndex_ { M_MAX_UNSIGNED }
 
unsigned vertexLightsHash_ {}
 
unsigned sourceBatchIndex_ {}
 
unsigned lightmapIndex_ {}
 
float distance_ {}
 
GeometryType geometryType_ {}
 

Detailed Description

Information needed to fully create PipelineBatch.

Member Data Documentation

◆ pixelLightForPipelineState_

LightProcessor* Urho3D::PipelineBatchDesc::pixelLightForPipelineState_ {}

Light that contributes to pipeline state. For scene batches: per-pixel forward light applied to object. For shadow batches: owner shadow split.


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