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libdonut 2.3.6
Application framework for cross-platform game development in C++20
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Configuration of a 3D Model instance, for drawing as part of a RenderPass. More...
#include <donut/graphics/RenderPass.hpp>
Public Attributes | |
| Shader3D * | shader = Shader3D::BLINN_PHONG |
| Non-owning pointer the shader to use when rendering this model. | |
| const Model * | model |
| Non-owning pointer to the model to be drawn. | |
| const Texture * | diffuseMapOverride = nullptr |
| Non-owning pointer to the texture to use for the base color, or nullptr to use the original textures specified by the model. | |
| const Texture * | specularMapOverride = nullptr |
| Non-owning pointer to the texture to use for specular highlights, or nullptr to use the original textures specified by the model. | |
| const Texture * | normalMapOverride = nullptr |
| Non-owning pointer to the texture to use for normal mapping, or nullptr to use the original textures specified by the model. | |
| const Texture * | emissiveMapOverride = nullptr |
| Non-owning pointer to the texture to use for emissive mapping, or nullptr to use the original textures specified by the model. | |
| mat4 | transformation = identity<mat4>() |
| Transformation matrix to apply to every vertex position of the model, in world space. | |
| vec2 | textureOffset {0.0f, 0.0f} |
| Offset, in texture coordinates, to apply to the texture coordinates before sampling textures. | |
| vec2 | textureScale {1.0f, 1.0f} |
| Coefficients to scale the texture coordinates by before sampling textures. | |
| Color | tintColor = Color::WHITE |
| Tint color to use in the shader. | |
| vec3 | specularFactor {1.0f, 1.0f, 1.0f} |
| Specular factor to use in the shader. | |
| vec3 | emissiveFactor {1.0f, 1.0f, 1.0f} |
| Emissive factor to use in the shader. | |
Configuration of a 3D Model instance, for drawing as part of a RenderPass.
Required fields:
| Shader3D* donut::graphics::ModelInstance::shader = Shader3D::BLINN_PHONG |
Non-owning pointer the shader to use when rendering this model.
| const Model* donut::graphics::ModelInstance::model |
Non-owning pointer to the model to be drawn.
| const Texture* donut::graphics::ModelInstance::diffuseMapOverride = nullptr |
Non-owning pointer to the texture to use for the base color, or nullptr to use the original textures specified by the model.
| const Texture* donut::graphics::ModelInstance::specularMapOverride = nullptr |
Non-owning pointer to the texture to use for specular highlights, or nullptr to use the original textures specified by the model.
| const Texture* donut::graphics::ModelInstance::normalMapOverride = nullptr |
Non-owning pointer to the texture to use for normal mapping, or nullptr to use the original textures specified by the model.
| const Texture* donut::graphics::ModelInstance::emissiveMapOverride = nullptr |
Non-owning pointer to the texture to use for emissive mapping, or nullptr to use the original textures specified by the model.
| mat4 donut::graphics::ModelInstance::transformation = identity<mat4>() |
Transformation matrix to apply to every vertex position of the model, in world space.
| vec2 donut::graphics::ModelInstance::textureOffset {0.0f, 0.0f} |
Offset, in texture coordinates, to apply to the texture coordinates before sampling textures.
| vec2 donut::graphics::ModelInstance::textureScale {1.0f, 1.0f} |
Coefficients to scale the texture coordinates by before sampling textures.
| Color donut::graphics::ModelInstance::tintColor = Color::WHITE |
Tint color to use in the shader.
| vec3 donut::graphics::ModelInstance::specularFactor {1.0f, 1.0f, 1.0f} |
Specular factor to use in the shader.
| vec3 donut::graphics::ModelInstance::emissiveFactor {1.0f, 1.0f, 1.0f} |
Emissive factor to use in the shader.