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mnd::CameraData Struct Reference

Per-frame camera matrices and world-space position. More...

#include <Common.h>

Public Attributes

mat4 viewMatrix
 World → Camera space transform (glm::lookAt result).
 
mat4 projectionMatrix
 Camera → Clip space transform (perspective or ortho).
 
vec3 position
 Camera world-space position, used for specular calculations.
 
f32 nearPlane = kCameraNearPlane
 Frustum near distance — used by post passes for depth linearisation.
 
f32 farPlane = kCameraFarPlane
 

Detailed Description

Per-frame camera matrices and world-space position.

Produced by CameraComponent each frame and consumed by RenderQueue::Draw() to set the view/projection uniforms on every material that is drawn.

Definition at line 34 of file Common.h.

Member Data Documentation

◆ farPlane

f32 mnd::CameraData::farPlane = kCameraFarPlane

Definition at line 40 of file Common.h.

Referenced by mnd::Engine::Run().

◆ nearPlane

f32 mnd::CameraData::nearPlane = kCameraNearPlane

Frustum near distance — used by post passes for depth linearisation.

Definition at line 39 of file Common.h.

Referenced by mnd::Engine::Run().

◆ position

vec3 mnd::CameraData::position

Camera world-space position, used for specular calculations.

Definition at line 38 of file Common.h.

Referenced by mnd::RenderQueue::Draw(), and mnd::Engine::Run().

◆ projectionMatrix

mat4 mnd::CameraData::projectionMatrix

Camera → Clip space transform (perspective or ortho).

Definition at line 37 of file Common.h.

Referenced by mnd::RenderQueue::Draw(), mnd::ParticleSystem::Render(), and mnd::Engine::Run().

◆ viewMatrix

mat4 mnd::CameraData::viewMatrix

World → Camera space transform (glm::lookAt result).

Definition at line 36 of file Common.h.

Referenced by mnd::RenderQueue::Draw(), mnd::ParticleSystem::Render(), and mnd::Engine::Run().


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