CommonLibVR
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BSRenderPass.h
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1#pragma once
2
3namespace RE
4{
5 class BSGeometry;
6 class BSLight;
7 class BSShader;
8 class BSShaderProperty;
9
11 {
12 public:
13 struct LODMode
14 {
15 std::uint8_t index: 7;
16 bool singleLevel: 1;
17 };
18 static_assert(sizeof(LODMode) == 0x1);
19
21 {
22 using func_t = decltype(&BSRenderPass::ClearRenderPass);
23 static REL::Relocation<func_t> func{ RELOCATION_ID(100718, 107498) };
24 func(this);
25 }
26
27 // members
31 std::uint32_t passEnum; // 18
32 std::uint8_t accumulationHint; // 1C
33 std::uint8_t extraParam; // 1D
35 std::uint8_t numLights; // 1F
36 std::uint16_t unk20; // 20
40 std::uint32_t cachePoolId; // 40
41 std::uint32_t pad44; // 44
42 private:
44 };
45 static_assert(sizeof(BSRenderPass) == 0x48);
46}
#define KEEP_FOR_RE()
Definition PCH.h:517
#define RELOCATION_ID(SE, AE)
Definition PCH.h:506
Definition Relocation.h:210
Definition BSGeometry.h:17
Definition BSLight.h:21
Definition BSRenderPass.h:11
BSGeometry * geometry
Definition BSRenderPass.h:30
std::uint8_t accumulationHint
Definition BSRenderPass.h:32
std::uint16_t unk20
Definition BSRenderPass.h:36
std::uint32_t passEnum
Definition BSRenderPass.h:31
BSLight ** sceneLights
Definition BSRenderPass.h:39
BSRenderPass * passGroupNext
Definition BSRenderPass.h:38
std::uint8_t numLights
Definition BSRenderPass.h:35
BSShader * shader
Definition BSRenderPass.h:28
std::uint32_t pad44
Definition BSRenderPass.h:41
std::uint8_t extraParam
Definition BSRenderPass.h:33
std::uint32_t cachePoolId
Definition BSRenderPass.h:40
BSRenderPass * next
Definition BSRenderPass.h:37
LODMode LODMode
Definition BSRenderPass.h:34
BSShaderProperty * shaderProperty
Definition BSRenderPass.h:29
void ClearRenderPass()
Definition BSRenderPass.h:20
Definition BSShaderProperty.h:17
Definition BSShader.h:111
Definition AbsorbEffect.h:6
Definition BSRenderPass.h:14
std::uint8_t index
Definition BSRenderPass.h:15
bool singleLevel
Definition BSRenderPass.h:16