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Game Physics Template 1.0
A template for game physics in C++ WEBGPU
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Essential uniform buffer for rendering. More...
#include <Renderer.h>
Public Attributes | |
| glm::mat4 | projectionMatrix |
| The projection matrix. Updated every frame from the main camera. | |
| glm::mat4 | viewMatrix |
| The view matrix. Updated every frame from the main camera. | |
| glm::vec3 | cameraWorldPosition |
| The position of the camera in world space. Updated every frame from the main camera. | |
| float | time |
| The time since the start of the application in seconds. | |
| glm::vec3 | cullingNormal |
| The normal of the culling plane. | |
| float | cullingOffset |
| The offset of the culling plane from (0,0,0) | |
| uint32_t | flags |
| Renderer::UniformFlags. Can be combined with bitwise OR. Possible flags: | |
| float | _pad [3] |
| Padding to align the struct to 16 bytes, required by the GPU. | |
Essential uniform buffer for rendering.
| uint32_t Renderer::RenderUniforms::flags |
Renderer::UniformFlags. Can be combined with bitwise OR. Possible flags:
- cullingPlane: The culling plane will be drawn