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