GBufData Struct Reference
 
 
 
GBufData Struct Reference

This reference page is linked to from the following overview topics: RPF Files and the G-Buffer.


#include <gbuf.h>

Inheritance diagram for GBufData:
MaxHeapOperators

Class 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.

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.

The ID assigned to the material via the Material Editor.

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.

Pixel coverage of the front surface.

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.