Xors3d Engine
Matrix semantics

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 Documentation

#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.