CommonLibSSE (powerof3)
BSRenderPass.h
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1 #pragma once
2 
3 namespace 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
28  BSShader* shader; // 00
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  };
43  static_assert(sizeof(BSRenderPass) == 0x48);
44 }
#define RELOCATION_ID(SE, AE)
Definition: PCH.h:505
Definition: Relocation.h:210
Definition: BSGeometry.h:15
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