Pyrogenesis  trunk
Public Attributes | List of all members
TerrainRendererInternals Struct Reference

Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class. More...

Collaboration diagram for TerrainRendererInternals:
Collaboration graph
[legend]

Public Attributes

Phase phase
 Which phase (submitting or rendering patches) are we in right now? More...
 
std::vector< CPatchRData * > visiblePatches [CSceneRenderer::CULL_MAX]
 Patches that were submitted for this frame. More...
 
std::vector< CDecalRData * > visibleDecals [CSceneRenderer::CULL_MAX]
 Decals that were submitted for this frame. More...
 
CShaderTechniquePtr fancyWaterTech
 Fancy water shader. More...
 
CShaderTechniquePtr shaderTechniqueSolid
 
CShaderTechniquePtr shaderTechniqueSolidDepthTest
 
Renderer::Backend::IVertexInputLayoutoverlayVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutdecalsVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutbaseVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutblendVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutstreamVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutstreamWithPositionAsTexCoordVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutsideVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutwaterSurfaceVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutwaterSurfaceWithDataVertexInputLayout = nullptr
 
Renderer::Backend::IVertexInputLayoutwaterShoreVertexInputLayout = nullptr
 
CSimulation2simulation
 

Detailed Description

Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.

Member Data Documentation

◆ baseVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::baseVertexInputLayout = nullptr

◆ blendVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::blendVertexInputLayout = nullptr

◆ decalsVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::decalsVertexInputLayout = nullptr

◆ fancyWaterTech

CShaderTechniquePtr TerrainRendererInternals::fancyWaterTech

Fancy water shader.

◆ overlayVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::overlayVertexInputLayout = nullptr

◆ phase

Phase TerrainRendererInternals::phase

Which phase (submitting or rendering patches) are we in right now?

◆ shaderTechniqueSolid

CShaderTechniquePtr TerrainRendererInternals::shaderTechniqueSolid

◆ shaderTechniqueSolidDepthTest

CShaderTechniquePtr TerrainRendererInternals::shaderTechniqueSolidDepthTest

◆ sideVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::sideVertexInputLayout = nullptr

◆ simulation

CSimulation2* TerrainRendererInternals::simulation

◆ streamVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::streamVertexInputLayout = nullptr

◆ streamWithPositionAsTexCoordVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::streamWithPositionAsTexCoordVertexInputLayout = nullptr

◆ visibleDecals

std::vector<CDecalRData*> TerrainRendererInternals::visibleDecals[CSceneRenderer::CULL_MAX]

Decals that were submitted for this frame.

◆ visiblePatches

std::vector<CPatchRData*> TerrainRendererInternals::visiblePatches[CSceneRenderer::CULL_MAX]

Patches that were submitted for this frame.

◆ waterShoreVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::waterShoreVertexInputLayout = nullptr

◆ waterSurfaceVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::waterSurfaceVertexInputLayout = nullptr

◆ waterSurfaceWithDataVertexInputLayout

Renderer::Backend::IVertexInputLayout* TerrainRendererInternals::waterSurfaceWithDataVertexInputLayout = nullptr

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