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renderer::VulkanRenderer::RenderFrame Struct Reference
Collaboration diagram for renderer::VulkanRenderer::RenderFrame:

Classes

struct  MaterialRange

Public Attributes

FrameUBO frame_data
std::vector< MeshInstanceProxy > mesh_instances
std::vector< VoxelVolumeProxy > voxel_instances
 Sorted front to back.
std::shared_ptr< const VoxelGpuStorage > voxel_storage
float near_plane = 0.0f
 Camera near plane distance so voxel cells it clips draw with the camera inside variant.
std::vector< assets::HandleBase > asset_refs
std::vector< GpuLight > lights
ShadowFrame shadows
std::vector< glm::mat4 > joint_matrices
std::vector< InstanceData > instance_data
std::vector< InstanceData > shadow_instance_data
std::vector< MaterialRange > material_ranges
glm::vec2 viewport_extent {0.0f}
float camera_near = 0.01f
float camera_far = 5000.0f
float cluster_near = 0.1f
float cluster_far = 5000.0f
LightStats light_stats
ImGuiInputSnapshot imgui_input
uint32_t render_mode = 0
uint64_t sequence = 0
bool taa_active = false
 Jittered and resolved by TaaPass which then skips FxaaPass.
bool taa_reset = false
 History is stale since the camera switched or TAA just turned on.
PostProcessSettings post_process
int32_t probe_capture_index = -1
uint32_t probe_capture_face = 0
int32_t irradiance_capture_index = -1
uint32_t irradiance_capture_face = 0
uint32_t capture_extent = 0
std::vector< debug::Vertex > debug_line_vertices
std::vector< debug::Vertex > debug_triangle_vertices
std::vector< glm::mat4 > debug_gizmo_instances
std::vector< debug::Billboard > debug_billboards
std::vector< debug::Mesh > debug_meshes
TransformGizmoDraw transform_gizmo
std::vector< vk::CommandBuffer > ui_command_buffers
std::vector< vk::ImageView > ui_output_views
std::vector< UIWorldPanelProxy > ui_world_panels
std::shared_ptr< const void > ui_slot_guard

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