3#ifndef TRAM_SDK_RENDER_OPENGL_DRAWLIST_H 
    4#define TRAM_SDK_RENDER_OPENGL_DRAWLIST_H 
   43        for (
int i = 0; i < 15; i++) {
 
   45            colors[i] = {1.0f, 1.0f, 1.0f, 1.0f};
 
   49        harmonic = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
 
   57        sortkey = sortkey << 60;
 
   58        sortkey = sortkey | (((uint64_t)
layer) << 61);    
 
   59        sortkey = sortkey | (((uint64_t)
shader) << 48);   
 
   60        sortkey = sortkey | (((uint64_t)
vao) << 32);      
 
   63        sortkey = sortkey | (((uint64_t)(glm::distance(cameraPosition, location) * 3000000.0f)) & 0x00000000FFFFFFFF); 
 
@ FLAG_TRANSPARENT
Definition: renderer.h:17
 
glm::vec4 vec4
Definition: math.h:15
 
glm::vec3 vec3
Definition: math.h:11
 
glm::mat4 mat4
Definition: math.h:14
 
Definition: drawlist.h:13
 
uint32_t texCount
Definition: drawlist.h:29
 
vec3 aabb_min
Definition: drawlist.h:34
 
uint32_t eboLen
Definition: drawlist.h:26
 
uint64_t CalcSortKey(const vec3 &cameraPosition)
Assembles a key for sorting.
Definition: drawlist.h:53
 
uint32_t lights[4]
Definition: drawlist.h:20
 
uint32_t flags
Definition: drawlist.h:14
 
vec3 aabb_max
Definition: drawlist.h:35
 
mat4 matrix
Definition: drawlist.h:18
 
uint32_t lightmap
Definition: drawlist.h:23
 
vec4 texture_transforms[15]
Definition: drawlist.h:31
 
sphericalharmonic_t harmonic
Definition: drawlist.h:40
 
float fade_near
Definition: drawlist.h:37
 
uint32_t eboOff
Definition: drawlist.h:27
 
uint32_t layer
Definition: drawlist.h:22
 
uint32_t environmentmap
Definition: drawlist.h:24
 
GLMaterial * materials[15]
Definition: drawlist.h:32
 
vec4 colors[15]
Definition: drawlist.h:30
 
uint32_t vao
Definition: drawlist.h:25
 
Pose * pose
Definition: drawlist.h:16
 
uint32_t shader
Definition: drawlist.h:28
 
float fade_far
Definition: drawlist.h:38
 
GLDrawListEntry()
Definition: drawlist.h:42
 
Definition: material.h:11
 
Definition: animation.h:35