Nameless Engine
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ne::FrameConstants Struct Reference

#include <FrameResourcesManager.h>

Public Attributes

glm::mat4x4 viewMatrix = glm::identity<glm::mat4x4>()
 
glm::mat4x4 viewProjectionMatrix = glm::identity<glm::mat4x4>()
 
glm::vec4 cameraPosition = glm::vec4(0.0F, 0.0F, 0.0F, 0.0F)
 
float timeSincePrevFrameInSec = 0.0F
 
float totalTimeInSec = 0.0F
 

Detailed Description

Stores frame-global constants. Used by shaders.

Member Data Documentation

◆ cameraPosition

glm::vec4 ne::FrameConstants::cameraPosition = glm::vec4(0.0F, 0.0F, 0.0F, 0.0F)

Camera's world location. 4th component is not used

◆ timeSincePrevFrameInSec

float ne::FrameConstants::timeSincePrevFrameInSec = 0.0F

Time that has passed since the last frame in seconds (i.e. delta time).

◆ totalTimeInSec

float ne::FrameConstants::totalTimeInSec = 0.0F

Time since the first window was created (in seconds).

◆ viewMatrix

glm::mat4x4 ne::FrameConstants::viewMatrix = glm::identity<glm::mat4x4>()

Camera's view matrix.

◆ viewProjectionMatrix

glm::mat4x4 ne::FrameConstants::viewProjectionMatrix = glm::identity<glm::mat4x4>()

Camera's view matrix multiplied by camera's projection matrix.


The documentation for this struct was generated from the following file: