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G3D::VoxelSurface Class Reference

A G3D::Surface for voxel rendering. More...

Inherits G3D::Surface.

Public Member Functions

virtual bool canBeFullyRepresentedInGBuffer (const GBuffer::Specification &specification) const override
 Can this particular instance of this type of Surface be fully described in a G3D::GBuffer using the given specification? More...
 
virtual bool canChange () const
 Returns true if this surface should be included in static data structures because it is from an object that never changes. More...
 
virtual bool canRenderIntoSVO () const
 
const shared_ptr< Entity > & entity () const
 The Entity that created this surface. More...
 
virtual CoordinateFrame frame (bool previous=false) const override
 
virtual void getCoordinateFrame (CoordinateFrame &cframe, bool previous=false) const
 
virtual void getObjectSpaceBoundingBox (G3D::AABox &, bool) const override
 May be infinite. More...
 
virtual void getObjectSpaceBoundingSphere (G3D::Sphere &, bool) const override
 May be infinite. More...
 
virtual void getObjectSpaceGeometry (Array< int > &index, Array< Point3 > &vertex, Array< Vector3 > &normal, Array< Vector4 > &packedTangent, Array< Point2 > &texCoord, bool previous=false) const
 Clears the arrays and appends indexed triangle list information. More...
 
virtual void getTrisHomogeneous (const Array< shared_ptr< Surface > > &surfaceArray, CPUVertexArray &cpuVertexArray, Array< Tri > &triArray, bool computePrevPosition=false) const
 Creates and appends Tris and CPUVertexArray::Vertices onto the parameter arrays using the cpuGeom's of the surfaces in surfaceArray. More...
 
virtual bool hasTransmission () const
 If true, this object transmits light, potentially refracting it and filtering the background with color or diffusion. More...
 
virtual bool isSkybox () const
 
virtual RealTime lastChangeTime () const
 Wall-clock time at which the source of this surface changed in some way, e.g., that might require recomputing a shadow map or spatial data structure. More...
 
const shared_ptr< Model > & model () const
 The Model that created this surface. More...
 
virtual String name () const
 Name of the underlying model or part for debugging purposes. More...
 
bool preferLowResolutionTransparency () const
 
virtual void render (RenderDevice *rd, const LightingEnvironment &environment, RenderPassType passType) const override
 Forward-render all illumination terms for each element of surfaceArray, which must all be of the same most-derived type as this. More...
 
virtual void renderDepthOnlyHomogeneous (RenderDevice *rd, const Array< shared_ptr< Surface > > &surfaceArray, const shared_ptr< Texture > &previousDepthBuffer, const float minZSeparation, TransparencyTestMode transparencyTestMode, const Color3 &transmissionWeight) const override
 Renders into depthOnly buffer for shadow mapping. More...
 
virtual void renderHomogeneous (RenderDevice *rd, const Array< shared_ptr< Surface > > &surfaceArray, const LightingEnvironment &lightingEnvironment, RenderPassType passType) const
 Render a set of surfaces from the same most-derived class type. More...
 
virtual void renderIntoGBufferHomogeneous (RenderDevice *rd, const Array< shared_ptr< Surface > > &surfaceArray, const shared_ptr< GBuffer > &gbuffer, const shared_ptr< Texture > &depthPeelTexture, const float minZSeparation, const LightingEnvironment &lighting) const override
 Renders into GBuffer for deferred shading. More...
 
virtual void renderIntoSVOHomogeneous (RenderDevice *rd, Array< shared_ptr< Surface > > &surfaceArray, const shared_ptr< SVO > &svo, const CFrame &previousCameraFrame) const override
 Intentionally does nothing. More...
 
RenderMask renderMask () const
 
virtual void renderWireframeHomogeneous (RenderDevice *rd, const Array< shared_ptr< Surface > > &surfaceArray, const Color4 &color, bool previous) const override
 Intentionally does nothing. More...
 
uint64 rigidBodyID () const
 An identifier that, if nonzero, is unique for a combination of geometry and material. More...
 
virtual void setStorage (ImageStorage newStorage) override
 
virtual TransparencyType transparencyType () const override
 What type of transparency (= alpha and transmission) does this surface have? More...
 

Static Public Member Functions

static shared_ptr< VoxelSurfacecreate (const String &name, const CFrame &frame, const CFrame &previousFrame, const shared_ptr< VoxelModel > &model, const shared_ptr< Entity > &entity, const Surface::ExpressiveLightScatteringProperties &expressive)
 
static void cull (const CoordinateFrame &cameraFrame, const class Projection &cameraProjection, const class Rect2D &viewport, const Array< shared_ptr< Surface > > &allSurfaces, Array< shared_ptr< Surface > > &outSurfaces, bool previous=false)
 Computes the array of surfaces that can be seen by camera. More...
 
static void cull (const CoordinateFrame &cameraFrame, const class Projection &cameraProjection, const class Rect2D &viewport, Array< shared_ptr< Surface > > &allSurfaces, bool previous=false)
 Culls surfaces in place. More...
 
static void getBoxBounds (const Array< shared_ptr< Surface >> &surfaceArray, AABox &bounds, bool previous=false, bool &anyInfinite=ignoreBool, bool onlyShadowCasters=false)
 Computes the world-space bounding box of an array of Surfaces of any type. More...
 
static void getSphereBounds (const Array< shared_ptr< Surface > > &surfaceArray, Sphere &bounds, bool previous=false, bool &anyInfinite=ignoreBool, bool onlyShadowCasters=false)
 Computes the world-space bounding sphere of an array of Surfaces of any type. More...
 
static void getTris (const Array< shared_ptr< Surface > > &surfaceArray, CPUVertexArray &cpuVertexArray, Array< Tri > &triArray, bool computePrevPosition=false)
 Returns a CPUVertexArray and an Array<Tri> generated from the surfaces in surfaceArray, with everything transformed to world space First separates surfaceArray by derived type and then calls getTrisHomogenous. More...
 
static void renderDepthOnly (RenderDevice *rd, const Array< shared_ptr< Surface > > &surfaceArray, CullFace cull, const shared_ptr< Texture > &depthPeelTexture=nullptr, const float minZSeparation=0.0f, TransparencyTestMode transparencyTestMode=TransparencyTestMode::REJECT_TRANSPARENCY, const Color3 &transmissionWeight=Color3::white()/3.0f)
 Render geometry only (no shading), and ignore color (but do perform alpha testing). More...
 
static void renderIntoGBuffer (RenderDevice *rd, const Array< shared_ptr< Surface > > &sortedVisible, const shared_ptr< GBuffer > &gbuffer, const shared_ptr< Texture > &depthPeelTexture=shared_ptr< Texture >(), const float minZSeparation=0.0f, const LightingEnvironment &lightingEnvironment=LightingEnvironment())
 Renders front-to-back to a GBuffer using current stencil and depth operations. More...
 
static void renderIntoSVO (RenderDevice *rd, Array< shared_ptr< Surface > > &visible, const shared_ptr< SVO > &svo, const CoordinateFrame &previousCameraFrame=CoordinateFrame())
 
static void renderWireframe (RenderDevice *rd, const Array< shared_ptr< Surface > > &surfaceArray, const Color4 &color=Color3::black(), bool previous=false)
 Utility function for rendering a set of surfaces in wireframe using the current blending mode. More...
 
static void setStorage (const Array< shared_ptr< Surface >> &surfaceArray, ImageStorage newStorage)
 Set the storage on all Materials in the array. More...
 
static void sortBackToFront (Array< shared_ptr< Surface > > &surfaces, const Vector3 &wsLookVector)
 
static void sortFrontToBack (Array< shared_ptr< Surface > > &surfaces, const Vector3 &wsLookVector)
 Divides the inModels into a front-to-back sorted array of opaque models and a back-to-front sorted array of potentially transparent models. More...
 

Public Attributes

const ExpressiveLightScatteringProperties expressiveLightScatteringProperties
 

Protected Member Functions

 VoxelSurface (const String &name, const CFrame &frame, const CFrame &previousFrame, const shared_ptr< VoxelModel > &model, const shared_ptr< Entity > &entity, const Surface::ExpressiveLightScatteringProperties &expressive)
 
virtual void bindDepthPeelArgs (Args &args, RenderDevice *rd, const shared_ptr< Texture > &depthPeelTexture, const float minZSeparation) const
 

Static Protected Member Functions

template<class T , class ... ArgTypes>
static shared_ptr< T > createShared (ArgTypes &&... args)
 Like std::make_shared, but works for protected constructors. More...
 
static void cull (const CoordinateFrame &cameraFrame, const class Projection &cameraProjection, const class Rect2D &viewport, Array< shared_ptr< Surface > > &allSurfaces, Array< shared_ptr< Surface > > &outSurfaces, bool previous, bool inPlace)
 

Protected Attributes

shared_ptr< class Entitym_entity
 
const CFrame m_frame
 
shared_ptr< class Modelm_model
 
const String m_name
 
bool m_preferLowResolutionTransparency
 Hint for renderers to use low resolution rendering. More...
 
const CFrame m_previousFrame
 
const String m_profilerHint
 
uint64 m_rigidBodyID = 0
 
const shared_ptr< VoxelModelm_voxelModel
 

Detailed Description

A G3D::Surface for voxel rendering.

The current implementation supports only deferred shading.

Constructor & Destructor Documentation

◆ VoxelSurface()

G3D::VoxelSurface::VoxelSurface ( const String name,
const CFrame frame,
const CFrame previousFrame,
const shared_ptr< VoxelModel > &  model,
const shared_ptr< Entity > &  entity,
const Surface::ExpressiveLightScatteringProperties expressive 
)
protected

Member Function Documentation

◆ bindDepthPeelArgs()

virtual void G3D::VoxelSurface::bindDepthPeelArgs ( Args args,
RenderDevice rd,
const shared_ptr< Texture > &  depthPeelTexture,
const float  minZSeparation 
) const
protectedvirtual

◆ canBeFullyRepresentedInGBuffer()

virtual bool G3D::VoxelSurface::canBeFullyRepresentedInGBuffer ( const GBuffer::Specification specification) const
inlineoverridevirtual

Can this particular instance of this type of Surface be fully described in a G3D::GBuffer using the given specification?

Often set to false for Surfaces with fractional alpha values, transmission, special back-to-front rendering needs, that require more dynamic range in the emissive channel, or that simply lack a renderIntoGBufferHomogeneous implementation.

Surfaces that return false for canBeFullyRepresentedInGBuffer may still implement renderIntoGBufferHomogeneous for the parts of their surfaces that are representable, and doing so will improve the quality of AmbientOcclusion and post-processing techniques like MotionBlur and DepthOfField.

See also
anyUnblended, requiresBlending

Implements G3D::Surface.

◆ canChange()

virtual bool G3D::Surface::canChange ( ) const
virtualinherited

Returns true if this surface should be included in static data structures because it is from an object that never changes.

The default implementation tests whether the surface comes from an Entity and that Entity::canChange.

See also
Entity::canChange
lastChangeTime

◆ canRenderIntoSVO()

virtual bool G3D::Surface::canRenderIntoSVO ( ) const
inlinevirtualinherited

◆ create()

static shared_ptr<VoxelSurface> G3D::VoxelSurface::create ( const String name,
const CFrame frame,
const CFrame previousFrame,
const shared_ptr< VoxelModel > &  model,
const shared_ptr< Entity > &  entity,
const Surface::ExpressiveLightScatteringProperties expressive 
)
static

◆ createShared()

template<class T , class ... ArgTypes>
static shared_ptr<T> G3D::ReferenceCountedObject::createShared ( ArgTypes &&...  args)
inlinestaticprotectedinherited

Like std::make_shared, but works for protected constructors.

Call as createShared<myclass>.

◆ cull() [1/3]

static void G3D::Surface::cull ( const CoordinateFrame cameraFrame,
const class Projection cameraProjection,
const class Rect2D viewport,
Array< shared_ptr< Surface > > &  allSurfaces,
Array< shared_ptr< Surface > > &  outSurfaces,
bool  previous,
bool  inPlace 
)
staticprotectedinherited

Referenced by G3D::Surface::cull().

◆ cull() [2/3]

static void G3D::Surface::cull ( const CoordinateFrame cameraFrame,
const class Projection cameraProjection,
const class Rect2D viewport,
const Array< shared_ptr< Surface > > &  allSurfaces,
Array< shared_ptr< Surface > > &  outSurfaces,
bool  previous = false 
)
inlinestaticinherited

Computes the array of surfaces that can be seen by camera.

Preserves order.

◆ cull() [3/3]

static void G3D::Surface::cull ( const CoordinateFrame cameraFrame,
const class Projection cameraProjection,
const class Rect2D viewport,
Array< shared_ptr< Surface > > &  allSurfaces,
bool  previous = false 
)
inlinestaticinherited

Culls surfaces in place.

◆ entity()

const shared_ptr<Entity>& G3D::Surface::entity ( ) const
inlineinherited

The Entity that created this surface.

May be nullptr

Referenced by G3D::ParticleSurface::create(), and G3D::ParticleSurface::ParticleSurface().

◆ frame()

virtual CoordinateFrame G3D::VoxelSurface::frame ( bool  previous = false) const
inlineoverridevirtual

Reimplemented from G3D::Surface.

◆ getBoxBounds()

static void G3D::Surface::getBoxBounds ( const Array< shared_ptr< Surface >> &  surfaceArray,
AABox bounds,
bool  previous = false,
bool &  anyInfinite = ignoreBool,
bool  onlyShadowCasters = false 
)
staticinherited

Computes the world-space bounding box of an array of Surfaces of any type.

Ignores infinite bounding boxes.

Parameters
anyInfiniteSet to true if any bounding box in surfaceArray was infinite. Not modified otherwise.
onlyShadowCastersIf true, only get the bounds of shadow casting surfaces.

◆ getCoordinateFrame()

virtual void G3D::Surface::getCoordinateFrame ( CoordinateFrame cframe,
bool  previous = false 
) const
virtualinherited

◆ getObjectSpaceBoundingBox()

virtual void G3D::VoxelSurface::getObjectSpaceBoundingBox ( G3D::AABox box,
bool  previous 
) const
overridevirtual

May be infinite.

Implements G3D::Surface.

◆ getObjectSpaceBoundingSphere()

virtual void G3D::VoxelSurface::getObjectSpaceBoundingSphere ( G3D::Sphere sphere,
bool  previous 
) const
overridevirtual

May be infinite.

Implements G3D::Surface.

◆ getObjectSpaceGeometry()

virtual void G3D::Surface::getObjectSpaceGeometry ( Array< int > &  index,
Array< Point3 > &  vertex,
Array< Vector3 > &  normal,
Array< Vector4 > &  packedTangent,
Array< Point2 > &  texCoord,
bool  previous = false 
) const
inlinevirtualinherited

Clears the arrays and appends indexed triangle list information.

Many subclasses will ignore previous because they only use that for rigid-body transformations and can be represented by the current geometry and moving coordinate frame. However, it is possible to include skinning or keyframe information in a Surface and respond to timeOffset.

Not required to be implemented.

Reimplemented in G3D::UniversalSurface.

◆ getSphereBounds()

static void G3D::Surface::getSphereBounds ( const Array< shared_ptr< Surface > > &  surfaceArray,
Sphere bounds,
bool  previous = false,
bool &  anyInfinite = ignoreBool,
bool  onlyShadowCasters = false 
)
staticinherited

Computes the world-space bounding sphere of an array of Surfaces of any type.

Ignores infinite bounding boxes.

Parameters
anyInfiniteSet to true if any bounding box in surfaceArray was infinite. Not modified otherwise.
onlyShadowCastersIf true, only get the bounds of shadow casting surfaces.

◆ getTris()

static void G3D::Surface::getTris ( const Array< shared_ptr< Surface > > &  surfaceArray,
CPUVertexArray cpuVertexArray,
Array< Tri > &  triArray,
bool  computePrevPosition = false 
)
staticinherited

Returns a CPUVertexArray and an Array<Tri> generated from the surfaces in surfaceArray, with everything transformed to world space First separates surfaceArray by derived type and then calls getTrisHomogenous.

◆ getTrisHomogeneous()

virtual void G3D::Surface::getTrisHomogeneous ( const Array< shared_ptr< Surface > > &  surfaceArray,
CPUVertexArray cpuVertexArray,
Array< Tri > &  triArray,
bool  computePrevPosition = false 
) const
inlinevirtualinherited

Creates and appends Tris and CPUVertexArray::Vertices onto the parameter arrays using the cpuGeom's of the surfaces in surfaceArray.

Invoking this with elements of surfaceArray that are not of the same most-derived type as this will result in an error.

This function maintains a table of already used cpuGeoms, so that we don't need to duplicate things unneccessarily.

Reimplemented in G3D::UniversalSurface.

◆ hasTransmission()

virtual bool G3D::Surface::hasTransmission ( ) const
inlinevirtualinherited

If true, this object transmits light, potentially refracting it and filtering the background with color or diffusion.

This says nothing about whether it has partial coverage.

The default implementation returns false.

Reimplemented in G3D::UniversalSurface, G3D::HeightfieldModel::Tile, G3D::ParticleSurface, G3D::FogVolumeSurface, and G3D::VisualizeLightSurface.

◆ isSkybox()

virtual bool G3D::Surface::isSkybox ( ) const
inlinevirtualinherited

Reimplemented in G3D::SkyboxSurface.

◆ lastChangeTime()

virtual RealTime G3D::Surface::lastChangeTime ( ) const
virtualinherited

Wall-clock time at which the source of this surface changed in some way, e.g., that might require recomputing a shadow map or spatial data structure.

The default implementation returns the Entity's last change time if it is not null or System::time() otherwise, indicating that the surface is always out of date.

See also
canChange

◆ model()

const shared_ptr<Model>& G3D::Surface::model ( ) const
inlineinherited

The Model that created this surface.

May be nullptr

◆ name()

virtual String G3D::Surface::name ( ) const
virtualinherited

◆ preferLowResolutionTransparency()

bool G3D::Surface::preferLowResolutionTransparency ( ) const
inlineinherited

◆ render()

virtual void G3D::VoxelSurface::render ( RenderDevice rd,
const LightingEnvironment environment,
RenderPassType  passTypen 
) const
overridevirtual

Forward-render all illumination terms for each element of surfaceArray, which must all be of the same most-derived type as this.

Implementations must obey the semantics of the current stencil, viewport, clipping, and depth tests.

Parameters
environmentWorld-space, screen-space, and light-space data needed for illumination.

Use the writePixel() function defined by the Framebuffer for generating output. when passType == RenderPassType::SINGLE_PASS_UNORDERED_BLENDED_SAMPLES.

Implements G3D::Surface.

◆ renderDepthOnly()

static void G3D::Surface::renderDepthOnly ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  surfaceArray,
CullFace  cull,
const shared_ptr< Texture > &  depthPeelTexture = nullptr,
const float  minZSeparation = 0.0f,
TransparencyTestMode  transparencyTestMode = TransparencyTestMode::REJECT_TRANSPARENCY,
const Color3 transmissionWeight = Color3::white()/3.0f 
)
staticinherited

Render geometry only (no shading), and ignore color (but do perform alpha testing).

Render only back or front faces (two-sided surfaces render no matter what).

Does not sort or cull based on the view frustum of the camera like other batch rendering routines–sort before invoking if you want that.

Used for z prepass and shadow mapping.

◆ renderDepthOnlyHomogeneous()

virtual void G3D::VoxelSurface::renderDepthOnlyHomogeneous ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  surfaceArray,
const shared_ptr< Texture > &  previousDepthBuffer,
const float  minZSeparation,
TransparencyTestMode  transparencyTestMode,
const Color3 transmissionWeight 
) const
overridevirtual

Renders into depthOnly buffer for shadow mapping.

Reimplemented from G3D::Surface.

◆ renderHomogeneous()

virtual void G3D::Surface::renderHomogeneous ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  surfaceArray,
const LightingEnvironment lightingEnvironment,
RenderPassType  passType 
) const
virtualinherited

Render a set of surfaces from the same most-derived class type.

The default implementation calls render() on each surface.

Parameters
surfaceArrayPre-sorted from back to front and culled to the current camera. Invoking this method with elements of surfaceArray that are not of the same most-derived type as this will result in an error.

Reimplemented in G3D::HeightfieldModel::Tile, G3D::ParticleSurface, and G3D::TextSurface.

◆ renderIntoGBuffer()

static void G3D::Surface::renderIntoGBuffer ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  sortedVisible,
const shared_ptr< GBuffer > &  gbuffer,
const shared_ptr< Texture > &  depthPeelTexture = shared_ptr< Texture >(),
const float  minZSeparation = 0.0f,
const LightingEnvironment lightingEnvironment = LightingEnvironment() 
)
staticinherited

Renders front-to-back to a GBuffer using current stencil and depth operations.

Parameters
sortedVisibleSurfaces that are visible to the camera (i.e., already culled) and sorted from back to front.
previousCameraFrameUsed for rendering GBuffer::CS_POSITION_CHANGE frames.

If depthPeelTexture is not null, then use it and minZSeparation to perform a depth peel. This will result in the depth buffer representing the closest geometry at least minZSeparation behind the geometry in depthPeelTexture.

Parameters
lightingEnvironmentProvided even though this method is primarily used for deferred shading to allow objects with partly pre-computed lighting to complete their shading and write directly to the emissive buffer.
See also
cull, sortBackToFront

◆ renderIntoGBufferHomogeneous()

virtual void G3D::VoxelSurface::renderIntoGBufferHomogeneous ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  surfaceArray,
const shared_ptr< GBuffer > &  gbuffer,
const shared_ptr< Texture > &  depthPeelTexture,
const float  minZSeparation,
const LightingEnvironment lighting 
) const
overridevirtual

Renders into GBuffer for deferred shading.

Reimplemented from G3D::Surface.

◆ renderIntoSVO()

static void G3D::Surface::renderIntoSVO ( RenderDevice rd,
Array< shared_ptr< Surface > > &  visible,
const shared_ptr< SVO > &  svo,
const CoordinateFrame previousCameraFrame = CoordinateFrame() 
)
staticinherited

◆ renderIntoSVOHomogeneous()

virtual void G3D::VoxelSurface::renderIntoSVOHomogeneous ( RenderDevice rd,
Array< shared_ptr< Surface > > &  surfaceArray,
const shared_ptr< SVO > &  svo,
const CFrame previousCameraFrame 
) const
inlineoverridevirtual

Intentionally does nothing.

Reimplemented from G3D::Surface.

◆ renderMask()

RenderMask G3D::Surface::renderMask ( ) const
inherited

◆ renderWireframe()

static void G3D::Surface::renderWireframe ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  surfaceArray,
const Color4 color = Color3::black(),
bool  previous = false 
)
staticinherited

Utility function for rendering a set of surfaces in wireframe using the current blending mode.

Parameters
previousIf true, the caller should set the RenderDevice camera transformation to the previous one.

◆ renderWireframeHomogeneous()

virtual void G3D::VoxelSurface::renderWireframeHomogeneous ( RenderDevice rd,
const Array< shared_ptr< Surface > > &  surfaceArray,
const Color4 color,
bool  previous 
) const
inlineoverridevirtual

Intentionally does nothing.

Implements G3D::Surface.

◆ rigidBodyID()

uint64 G3D::Surface::rigidBodyID ( ) const
inlineinherited

An identifier that, if nonzero, is unique for a combination of geometry and material.

This allows high-level data structures such as G3D::TriTreeBase to identify corresponding Surfaces between frames that have moved but not otherwise changed and avoid rebuilding the data structure.

◆ setStorage() [1/2]

virtual void G3D::VoxelSurface::setStorage ( ImageStorage  newStorage)
inlineoverridevirtual

Implements G3D::Surface.

◆ setStorage() [2/2]

static void G3D::Surface::setStorage ( const Array< shared_ptr< Surface >> &  surfaceArray,
ImageStorage  newStorage 
)
staticinherited

Set the storage on all Materials in the array.

◆ sortBackToFront()

static void G3D::Surface::sortBackToFront ( Array< shared_ptr< Surface > > &  surfaces,
const Vector3 wsLookVector 
)
inlinestaticinherited

◆ sortFrontToBack()

static void G3D::Surface::sortFrontToBack ( Array< shared_ptr< Surface > > &  surfaces,
const Vector3 wsLookVector 
)
staticinherited

Divides the inModels into a front-to-back sorted array of opaque models and a back-to-front sorted array of potentially transparent models.

Any data originally in the output arrays is cleared.

Parameters
wsLookVectorSort axis; usually the -Z axis of the camera.

Referenced by G3D::Surface::sortBackToFront().

◆ transparencyType()

virtual TransparencyType G3D::VoxelSurface::transparencyType ( ) const
inlineoverridevirtual

What type of transparency (= alpha and transmission) does this surface have?

Implements G3D::Surface.

Member Data Documentation

◆ expressiveLightScatteringProperties

const ExpressiveLightScatteringProperties G3D::Surface::expressiveLightScatteringProperties
inherited

◆ m_entity

shared_ptr<class Entity> G3D::Surface::m_entity
protectedinherited

◆ m_frame

const CFrame G3D::VoxelSurface::m_frame
protected

Referenced by frame().

◆ m_model

shared_ptr<class Model> G3D::Surface::m_model
protectedinherited

Referenced by G3D::Surface::model().

◆ m_name

const String G3D::VoxelSurface::m_name
protected

◆ m_preferLowResolutionTransparency

bool G3D::Surface::m_preferLowResolutionTransparency
protectedinherited

Hint for renderers to use low resolution rendering.

Referenced by G3D::FogVolumeSurface::FogVolumeSurface(), and G3D::Surface::preferLowResolutionTransparency().

◆ m_previousFrame

const CFrame G3D::VoxelSurface::m_previousFrame
protected

Referenced by frame().

◆ m_profilerHint

const String G3D::VoxelSurface::m_profilerHint
protected

◆ m_rigidBodyID

uint64 G3D::Surface::m_rigidBodyID = 0
protectedinherited

◆ m_voxelModel

const shared_ptr<VoxelModel> G3D::VoxelSurface::m_voxelModel
protected

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