struct SRendParams { Matrix34 * pMatrix; struct SInstancingInfo * pInstInfo; Matrix34 * pPrevMatrix; uint64 m_ShadowMapCasters; IVisArea* m_pVisArea; IMaterial * pMaterial; IFoliage * pFoliage; IRenderMesh * pWeights; struct IRenderNode * pRenderNode; void* pInstance; struct SSectorTextureSet * pTerrainTexInfo; struct CRNTmpData ** ppRNTmpData; DynArray<SShaderParam>* pShaderParams; ColorF AmbientColor; float fCustomSortOffset; float fAlpha; float fDistance; float fRenderQuality; uint32 nDLightMask; int32 dwFObjFlags; uint32 nMaterialLayersBlend; uint32 nVisionParams; uint32 nHUDSilhouettesParams; uint32 pLayerEffectParams; uint64 nSubObjHideMask; float fCustomData[4]; int16 nTextureID; uint16 nCustomFlags; uint8 nCustomData; uint8 nDissolveRef; uint8 nVisAreaStencilRef; uint8 nAfterWater; uint8 nMaterialLayers; uint8 nLod; uint8 nRenderList; uint32 rendItemSorter; };
IRenderer.h
Structure used to pass render parameters to Render() functions of IStatObj and ICharInstance.
Ambient color for the object.
ColorF AmbientColor;
Approximate information about the lights not included into nDLightMask. SRestLightingInfo restLightInfo;
CRenderObject flags.
int32 dwFObjFlags;
Object alpha.
float fAlpha;
float fCustomData[4];
Defines per object float custom data
Custom sorting offset.
float fCustomSortOffset;
Distance from camera.
float fDistance;
Quality of shaders rendering.
float fRenderQuality;
IVisArea* m_pVisArea;
VisArea that contains this object, used for RAM-ambient cube query
List of shadow map casters.
uint64 m_ShadowMapCasters;
Custom offset for sorting by distance.
uint8 nAfterWater;
uint8 nCustomData;
Defines per object custom data
uint16 nCustomFlags;
Defines per object custom flags
Defines per object DissolveRef value if used by shader.
uint8 nDissolveRef;
Light mask to specify which light to use on the object.
uint32 nDLightMask;
Vision modes params
uint32 nHUDSilhouettesParams;
LOD transition states slot id. uint8 nLodTransSlotId;
LOD transition states slot id.
uint8 nLod;
Material layers bitmask -> which material layers are active.
uint8 nMaterialLayers;
Material layers blending amount
uint32 nMaterialLayersBlend;
Force a sort value for render elements.
uint8 nRenderList;
Defines what peaces of pre-broken geometry has to be rendered
uint64 nSubObjHideMask;
int16 nTextureID;
Custom TextureID
per-instance vis area stencil ref id
uint8 nVisAreaStencilRef;
Vision modes params
uint32 nVisionParams;
Skeleton implementation for bendable foliage.
IFoliage * pFoliage;
Unique object Id for objects identification in renderer.
void* pInstance;
struct SInstancingInfo * pInstInfo;
uint32 pLayerEffectParams;
Layer effects
Override material.
IMaterial * pMaterial;
object transformations.
Matrix34 * pMatrix;
object previous transformations - motion blur specific.
Matrix34 * pPrevMatrix;
storage for LOD transition states.
struct CRNTmpData ** ppRNTmpData;
Object Id for objects identification in renderer.
struct IRenderNode * pRenderNode;
dynamic render data object which can be set by the game
DynArray<SShaderParam>* pShaderParams;
TerrainTexInfo for grass.
struct SSectorTextureSet * pTerrainTexInfo;
Weights stream for deform morphs.
IRenderMesh * pWeights;
Special sorter to ensure correct ordering even if parts of the 3DEngine are run in parallel
uint32 rendItemSorter;
SRendParams();