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Xors3d Engine
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Defines | |
#define | PROJ 4 |
#define | PROJINVERSE 22 |
#define | PROJINVRSETRANSPOSE 24 |
#define | PROJTRANSPOSE 23 |
#define | VIEW 3 |
#define | VIEWINVERSE 6 |
#define | VIEWINVRSETRANSPOSE 21 |
#define | VIEWPROJ 2 |
#define | VIEWPROJINVERSE 18 |
#define | VIEWPROJINVERSETRANSPOSE 19 |
#define | VIEWTRANSPOSE 20 |
#define | WORLD 0 |
#define | WORLDINVERSE 16 |
#define | WORLDINVERSETRANSPOSE 15 |
#define | WORLDTRANSPOSE 17 |
#define | WORLDVIEW 5 |
#define | WORLDVIEWINVERSE 29 |
#define | WORLDVIEWINVERSETRANSPOSE 30 |
#define | WORLDVIEWPROJ 1 |
#define | WORLDVIEWPROJINVERSE 26 |
#define | WORLDVIEWPROJINVERSETRANSPOSE 27 |
#define | WORLDVIEWPROJTRANSPOSE 25 |
#define | WORLDVIEWTRANSPOSE 28 |
#define WORLD 0 |
World matrix to be passed to shader constant. It translates, rotates and scales mesh vertices. xPositionEntity(), xRotateEntity(), xScaleEntity() change this matrix.
#define WORLDVIEWPROJ 1 |
Product of entity world matrix, camera view matrix and camera projection matrix to be passed to shader constant.
#define VIEWPROJ 2 |
Product of camera view matrix and camera projection matrix to be passed to shader constant.
#define VIEW 3 |
View matrix of active camera to be passed to shader constant. It translates and rotates all scene to place it in camera view space. xPositionEntity(), xRotateEntity() called for camera entity change this matrix.
#define PROJ 4 |
Projection matrix of active camera to be passed to shader constant. It translates and rotates all scene to place it in camera projection space (camera viewport). xCameraViewport(), xCameraRange(), xCameraZoom() change this matrix.
#define WORLDVIEW 5 |
Product of entity world matrix and camera view matrix to be passed to shader constant.
#define VIEWINVERSE 6 |
Inverted view matrix of active camera to be passed to shader constant.
#define WORLDINVERSETRANSPOSE 15 |
Inverted and transposed world matrix of an entity to be passed to shader constant.
#define WORLDINVERSE 16 |
Inverted world matrix of an entity to be passed to shader constant.
#define WORLDTRANSPOSE 17 |
Transposed world matrix of an entity to be passed to shader constant.
#define VIEWPROJINVERSE 18 |
Inverted product of camera view matrix and camera projection matrix to be passed to shader constant.
#define VIEWPROJINVERSETRANSPOSE 19 |
Inverted and transposed product of camera view matrix and camera projection matrix to be passed to shader constant.
#define VIEWTRANSPOSE 20 |
Transposed view matrix of camera to be passed to shader constant.
#define VIEWINVRSETRANSPOSE 21 |
Inverted and transposed view matrix of camera to be passed to shader constant.
#define PROJINVERSE 22 |
Inverted projection matrix of camera to be passed to shader constant.
#define PROJTRANSPOSE 23 |
Transposed projection matrix of camera to be passed to shader constant.
#define PROJINVRSETRANSPOSE 24 |
Inverted and transposed projection matrix of camera to be passed to shader constant.
#define WORLDVIEWPROJTRANSPOSE 25 |
Transposed product of entity world matrix, camera view matrix and camera projection matrix to be passed to shader constant.
#define WORLDVIEWPROJINVERSE 26 |
Inverted product of entity world matrix, camera view matrix and camera projection matrix to be passed to shader constant.
#define WORLDVIEWPROJINVERSETRANSPOSE 27 |
Inverted and transposed product of entity world matrix, camera view matrix and camera projection matrix to be passed to shader constant.
#define WORLDVIEWTRANSPOSE 28 |
Transposed product of entity world matrix and camera view matrix to be passed to shader constant.
#define WORLDVIEWINVERSE 29 |
Inverted product of entity world matrix and camera view matrix to be passed to shader constant.
#define WORLDVIEWINVERSETRANSPOSE 30 |
Inverted and transposed product of entity world matrix and camera view matrix to be passed to shader constant.