Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Vyroda::FrameContext Struct Reference
Collaboration diagram for Vyroda::FrameContext:
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Public Attributes

double delta_time {}
std::string root_path {}
std::uint8_t camera_index { 0 }
glm::mat4 camera_view_matrix { 1.0f }
glm::mat4 perspective { 1.0f }
std::vector< glm::vec4 > frustum_planes {}
std::vector< IDTypevisible_ids {}
std::vector< IDTypetransparent_ids {}
std::shared_ptr< Entityskybox_entity {}
std::shared_ptr< Entityterrain_entity {}
std::shared_ptr< Entitywater_entity {}
std::span< std::shared_ptr< Entity > > texts {}

Member Data Documentation

◆ camera_index

std::uint8_t Vyroda::FrameContext::camera_index { 0 }

◆ camera_view_matrix

glm::mat4 Vyroda::FrameContext::camera_view_matrix { 1.0f }

◆ delta_time

double Vyroda::FrameContext::delta_time {}

◆ frustum_planes

std::vector<glm::vec4> Vyroda::FrameContext::frustum_planes {}

◆ perspective

glm::mat4 Vyroda::FrameContext::perspective { 1.0f }

◆ root_path

std::string Vyroda::FrameContext::root_path {}

◆ skybox_entity

std::shared_ptr<Entity> Vyroda::FrameContext::skybox_entity {}

◆ terrain_entity

std::shared_ptr<Entity> Vyroda::FrameContext::terrain_entity {}

◆ texts

std::span<std::shared_ptr<Entity> > Vyroda::FrameContext::texts {}

◆ transparent_ids

std::vector<IDType> Vyroda::FrameContext::transparent_ids {}

◆ visible_ids

std::vector<IDType> Vyroda::FrameContext::visible_ids {}

◆ water_entity

std::shared_ptr<Entity> Vyroda::FrameContext::water_entity {}

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