updated SceneNodeAttributes.h
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include<hgl/type/DataType.h>
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#include<hgl/type/DataType.h>
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#include<hgl/graph/ShadowPolicy.h>
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namespace hgl
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namespace hgl
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{
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{
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@ -34,8 +35,14 @@ namespace hgl
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{
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{
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uint visible:1; ///<是否可见
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uint visible:1; ///<是否可见
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uint render_color:1; ///<渲染颜色
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uint render_normal:1; ///<渲染法线
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uint render_depth:1; ///<渲染深度
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uint render_at_reflect:1; ///<在反射时渲染
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uint cast_shadow:1; ///<投射阴影
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uint cast_shadow:1; ///<投射阴影
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uint cast_static_shadow:1; ///<投射静态阴影(预计算阴景)
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uint cast_static_shadow:1; ///<投射静态阴影(预计算阴影)
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uint cast_dynamic_shadow:1; ///<投射动态阴影
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uint cast_dynamic_shadow:1; ///<投射动态阴影
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uint receive_static_shadow:1; ///<接收静态阴影
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uint receive_static_shadow:1; ///<接收静态阴影
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@ -43,6 +50,10 @@ namespace hgl
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uint receive_static_light:1; ///<接收静态光照
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uint receive_static_light:1; ///<接收静态光照
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uint receive_dynamic_light:1; ///<接收动态光照
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uint receive_dynamic_light:1; ///<接收动态光照
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ObjectDynamicShadowPolicy dynamic_shadow_policy:8; ///<动态阴影策略
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// uint8 light_channels; ///<接收的光通道
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};
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};
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constexpr const size_t SceneNodeVisualAttributesBytes=sizeof(SceneNodeVisualAttributes);
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constexpr const size_t SceneNodeVisualAttributesBytes=sizeof(SceneNodeVisualAttributes);
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