Foray Library
rapid prototyping framework for crossplatform development of vulkan hardware ray tracing applications
|
Uniform buffer object layout for camera matrices. More...
#include <foray_camerauboblock.hpp>
Public Attributes | |
glm::mat4 | ProjectionMatrix = {} |
glm::mat4 | ViewMatrix = {} |
glm::mat4 | PreviousProjectionMatrix = {} |
glm::mat4 | PreviousViewMatrix = {} |
glm::mat4 | ProjectionViewMatrix = {} |
glm::mat4 | PreviousProjectionViewMatrix = {} |
glm::mat4 | InverseViewMatrix = {} |
glm::mat4 | InverseProjectionMatrix = {} |
Uniform buffer object layout for camera matrices.
glm::mat4 foray::scene::CameraUboBlock::InverseProjectionMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::InverseViewMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::PreviousProjectionMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::PreviousProjectionViewMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::PreviousViewMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::ProjectionMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::ProjectionViewMatrix = {} |
glm::mat4 foray::scene::CameraUboBlock::ViewMatrix = {} |