Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
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RenderTypes.h
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1
6#pragma once
7#include "Prerequisites.h"
8
9class Mesh;
11
12enum class
14 Opaque = 0,
15 Masked,
17};
18
19enum class
21 Opaque = 0,
22 Alpha,
25};
26
27enum class
29 Shadow = 0,
30 Opaque,
31 Skybox,
33 Editor
34};
35
36enum class
38 Directional = 0,
39 Point,
40 Spot
41};
42
43struct
46 EU::Vector3 color = EU::Vector3(1.0f, 1.0f, 1.0f);
47 float intensity = 1.0f;
48
49 EU::Vector3 direction = EU::Vector3(0.0f, -1.0f, 0.0f);
50 float range = 0.0f;
51
52 EU::Vector3 position = EU::Vector3(0.0f, 0.0f, 0.0f);
53 float spotAngle = 0.0f;
54};
55
56struct
58 XMFLOAT4 baseColor = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
59 float metallic = 1.0f;
60 float roughness = 1.0f;
61 float ao = 1.0f;
62 float normalScale = 1.0f;
63 float emissiveStrength = 1.0f;
64 float alphaCutoff = 0.5f;
65};
66
67struct
69 XMFLOAT4X4 View{};
70 XMFLOAT4X4 Projection{};
71 XMFLOAT4X4 LightViewProjection{};
72 EU::Vector3 CameraPos{};
73 float pad0 = 0.0f;
74 EU::Vector3 LightDir = EU::Vector3(0.0f, -1.0f, 0.0f);
75 float pad1 = 0.0f;
76 EU::Vector3 LightColor = EU::Vector3(1.0f, 1.0f, 1.0f);
77 float pad2 = 0.0f;
78};
79
80struct
82 XMFLOAT4X4 World{};
83};
84
85struct
87 XMFLOAT4 BaseColor = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
88 float Metallic = 1.0f;
89 float Roughness = 1.0f;
90 float AO = 1.0f;
91 float NormalScale = 1.0f;
92 float EmissiveStrength = 1.0f;
93 float AlphaCutoff = 0.0f;
94 float pad0 = 0.0f;
95 float pad1 = 0.0f;
96 float pad2 = 0.0f;
97 float pad3 = 0.0f;
98 float pad4 = 0.0f;
99 float pad5 = 0.0f;
100};
101
102struct
104 Mesh* mesh = nullptr;
105 MaterialInstance* materialInstance = nullptr;
106 std::vector<MaterialInstance*> materialInstances;
107 XMMATRIX world = XMMatrixIdentity();
108 bool castShadow = true;
109 bool transparent = false;
110 float distanceToCamera = 0.0f;
111};
112
113
Declara la API de Prerequisites dentro del subsistema Core.
BlendMode
Definition RenderTypes.h:20
@ PremultipliedAlpha
RenderPassType
Definition RenderTypes.h:28
MaterialDomain
Definition RenderTypes.h:13
LightType
Definition RenderTypes.h:37
A 3D vector class.
Definition Vector3.h:45
Agrupa un material base con sus texturas y parametros concretos.
Agrupa una coleccion de submallas listas para ser renderizadas.
Definition Mesh.h:28
std::vector< MaterialInstance * > materialInstances