38 QVector<QSSGRenderGraphObject *> materials;
39 QVector<QSSGRenderGraphObject *> morphTargets;
40 QSSGRenderGeometry *geometry =
nullptr;
41 QSSGRenderPath meshPath;
42 QSSGRenderSkeleton *skeleton =
nullptr;
43 QSSGRenderSkin *skin =
nullptr;
44 QVector<QMatrix4x4> inverseBindPoses;
45 float m_depthBiasSq = 0.0f;
46 bool castsShadows =
true;
47 bool receivesShadows =
true;
48 float instancingLodMin = -1;
49 float instancingLodMax = -1;
51 QSSGRenderInstanceTable *instanceTable =
nullptr;
52 int instanceCount()
const {
return instanceTable ? instanceTable->count() : 0; }
53 bool instancing()
const {
return instanceTable;}
55 QSSGParticleBuffer *particleBuffer =
nullptr;
56 QMatrix4x4 particleMatrix;
57 bool hasTransparency =
false;
59 QVector<
float> morphWeights;
60 QVector<quint32> morphAttributes;
62 bool receivesReflections =
false;
63 bool castsReflections =
true;
64 bool usedInBakedLighting =
false;
66 float texelsPerUnit = 0.0f;
67 bool hasLightmap()
const {
return !lightmapKey.isEmpty(); }
68 bool usesBoneTexture()
const {
return ((skin !=
nullptr) || (skeleton !=
nullptr)); }
70 float levelOfDetailBias = 1.0f;
72 QSSGRenderModelHandle mh;
friend class QSSGLayerRenderData