Public Attributes

GBufData Struct Reference

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Detailed Description

See also:
Class GBufReader, Class GBufWriter, Class GBuffer, Structure RealPixel, Structure Color24, Class Point2, Image (G-Buffer) Channels, G-Buffer Channel Types.
Remarks:
This structure is used by the GBufReader and GBufWriter code to hold the G-Buffer data.

#include <gbuf.h>

Inheritance diagram for GBufData:
Inheritance graph
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List of all members.

Public Attributes

float  z
  The floating point depth value at the center of the fragment that is foremost in the sorted list of a-buffer fragments.
UBYTE  mtl_id
  The ID assigned to the material via the Material Editor.
UWORD  node_id
  This is the ID assigned to node via the Object Properties / G-buffer ID spinner.
Point2  uv
  UV coordinates, stored as a Point2.
DWORD  normal
  Normal vector in view space, compressed.
RealPixel  realpix
  Non clamped colors in "RealPixel" format.
UBYTE  coverage
  Pixel coverage of the front surface.
UWORD  rend_id
  The renderer will set this ID for all rendered nodes, and will set all non-rendered nodes to 0xffff.
Color24  color
  This is color returned by the material shader for the fragment.
Color24  transp
  This is transparency returned by the material shader for the fragment.
Color24  weight
  This is the sub-pixel weight of a fragment.
Point2  veloc
  This gives the velocity vector of the fragment relative to the screen, in screen coordinates.
UWORD  mask

Member Data Documentation

float z

The floating point depth value at the center of the fragment that is foremost in the sorted list of a-buffer fragments.

UBYTE mtl_id

The ID assigned to the material via the Material Editor.

UWORD node_id

This is the ID assigned to node via the Object Properties / G-buffer ID spinner.

UV coordinates, stored as a Point2.

DWORD normal

Normal vector in view space, compressed.

Non clamped colors in "RealPixel" format.

UBYTE coverage

Pixel coverage of the front surface.

UWORD rend_id

The renderer will set this ID for all rendered nodes, and will set all non-rendered nodes to 0xffff.

This is color returned by the material shader for the fragment.

This is transparency returned by the material shader for the fragment.

This is the sub-pixel weight of a fragment.

This gives the velocity vector of the fragment relative to the screen, in screen coordinates.

UWORD mask