Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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SceneNodeRenderState.h
Go to the documentation of this file.
1#pragma once
2#ifndef DVD_SCENE_NODE_RENDER_STATE_H_
3#define DVD_SCENE_NODE_RENDER_STATE_H_
4
6
7namespace Divide {
8
9struct RenderStagePass;
10
12
13 [[nodiscard]] bool drawState(RenderStagePass stagePass) const;
17 U16 index = g_AllIndicesID,
19
20 PROPERTY_RW(bool, drawState, true);
21
22 // If set to false, the closest AABB point to the camera will be used for LoD calculations
23 PROPERTY_RW(bool, useBoundsCenterForLoD, true);
24 // If set to true, we will always use LoD 0 for nodes who's AABB contain the camera (e.g. vegetation, particles, etc)
25 PROPERTY_RW(bool, lod0OnCollision, false);
26 PROPERTY_RW(U8, maxLodLevel, 255u);
27
28 protected:
30};
31
32}; // namespace Divide
33
34#endif //DVD_SCENE_NODE_RENDER_STATE_H_
Handle console commands that start with a forward slash.
Definition: AIProcessor.cpp:7
static constexpr U16 g_AllIndicesID
uint8_t U8
eastl::vector< Type > vector
Definition: Vector.h:42
uint16_t U16
bool drawState(RenderStagePass stagePass) const
PROPERTY_RW(bool, lod0OnCollision, false)
PROPERTY_RW(U8, maxLodLevel, 255u)
void addToDrawExclusionMask(RenderStage stage, RenderPassType passType=RenderPassType::COUNT, RenderStagePass::VariantType variant=RenderStagePass::VariantType::COUNT, U16 index=g_AllIndicesID, RenderStagePass::PassIndex pass=RenderStagePass::PassIndex::PASS_0)
vector< RenderStagePass > _exclusionStagePasses
PROPERTY_RW(bool, drawState, true)
PROPERTY_RW(bool, useBoundsCenterForLoD, true)