XII Release 0.1.0
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xiiGpuSceneInstance Struct Reference

#include <GpuInstanceTypes.h>

Public Member Functions

 XII_DECLARE_POD_TYPE ()

Public Attributes

xiiMat4 m_GlobalTransform = xiiMat4::MakeIdentity()
xiiMat4 m_PreviousGlobalTransform = xiiMat4::MakeIdentity()
xiiVec4 m_NormalTransformRow0 = xiiVec4(1.0f, 0.0f, 0.0f, 0.0f)
xiiVec4 m_NormalTransformRow1 = xiiVec4(0.0f, 1.0f, 0.0f, 0.0f)
xiiVec4 m_NormalTransformRow2 = xiiVec4(0.0f, 0.0f, 1.0f, 0.0f)
xiiVec4 m_BoundsCenterRadius = xiiVec4::MakeZero()
xiiVec4 m_BoundsExtents = xiiVec4::MakeZero()
xiiUInt32 m_uiGeometryIndex = xiiInvalidIndex
xiiUInt32 m_uiMaterialIndex = xiiInvalidIndex
xiiUInt32 m_uiObjectId = 0U
xiiUInt32 m_uiFlags = 0U
xiiUInt32 m_uiVisibilityMask = 0xFFFFFFFFU
xiiUInt32 m_uiUserData = 0U
xiiUInt32 m_uiFirstPrimitive = 0U
xiiUInt32 m_uiPrimitiveCount = 0U
 Zero means the complete selected LOD.
xiiUInt32 m_uiForcedLod = xiiInvalidIndex
float m_fLodBias = 0.0f
xiiUInt32 m_uiDrawLod = xiiInvalidIndex
xiiUInt32 m_uiLodSelectionIndex = xiiInvalidIndex
 Dense index of the object supplying geometry-level LOD controls and history. Invalid means self.
xiiUInt32 m_uiSkinningOffset = 0U
 Matrix indices in the scene's frame snapshot. Counts of zero select bind pose.
xiiUInt32 m_uiSkinningCount = 0U
xiiUInt32 m_uiPreviousSkinningOffset = 0U
xiiUInt32 m_uiPreviousSkinningCount = 0U
xiiUInt32 m_uiBoneIndicesOffset = 0U
xiiUInt32 m_uiBoneWeightsOffset = 0U
xiiUInt32 m_uiSkinningVertexStride = 0U
xiiUInt32 m_uiSkinningPadding = 0U

Detailed Description

Canonical, backend independent GPU record. It deliberately contains both current and previous transforms so motion vectors never need a second scene lookup.

Member Data Documentation

◆ m_NormalTransformRow0

xiiVec4 xiiGpuSceneInstance::m_NormalTransformRow0 = xiiVec4(1.0f, 0.0f, 0.0f, 0.0f)

Rows of the inverse-transpose upper 3x3. Keeping these in the instance record avoids recomputing an inverse per mesh vertex and produces correct normals under non-uniform scale.

◆ m_uiObjectId

xiiUInt32 xiiGpuSceneInstance::m_uiObjectId = 0U

Non-reused rendering identity. Zero denotes background. Resolve against the producing world extraction and validate its authoritative object/component handles.


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