Kohi Game Engine
kforward_pass_render_data Struct Reference

#include <kforward_renderer.h>

Data Fields

mat4 view_matrix
 
vec4 view_position
 
mat4 projection
 
u32 render_mode
 
mat4 directional_light_spaces [KMATERIAL_MAX_SHADOW_CASCADES]
 
f32 cascade_splits [KMATERIAL_MAX_SHADOW_CASCADES]
 
f32 shadow_bias
 
u8 irradiance_cubemap_texture_count
 
ktexture irradiance_cubemap_textures [KMATERIAL_MAX_IRRADIANCE_CUBEMAP_COUNT]
 
kskybox_render_data skybox
 
f32 shadow_distance
 
f32 shadow_fade_distance
 
f32 shadow_split_mult
 
colour3 fog_colour
 
f32 fog_near
 
f32 fog_far
 
kdirectional_light_data dir_light
 
u16 water_plane_count
 
kforward_pass_water_plane_render_datawater_planes
 
kscene_pass_render_data standard_pass
 
b8 do_pass
 

Field Documentation

◆ cascade_splits

◆ dir_light

◆ directional_light_spaces

mat4 directional_light_spaces[KMATERIAL_MAX_SHADOW_CASCADES]

◆ do_pass

b8 do_pass

◆ fog_colour

colour3 fog_colour

◆ fog_far

f32 fog_far

◆ fog_near

f32 fog_near

◆ irradiance_cubemap_texture_count

u8 irradiance_cubemap_texture_count

◆ irradiance_cubemap_textures

ktexture irradiance_cubemap_textures[KMATERIAL_MAX_IRRADIANCE_CUBEMAP_COUNT]

◆ projection

mat4 projection

◆ render_mode

u32 render_mode

◆ shadow_bias

f32 shadow_bias

◆ shadow_distance

f32 shadow_distance

◆ shadow_fade_distance

f32 shadow_fade_distance

◆ shadow_split_mult

f32 shadow_split_mult

◆ skybox

◆ standard_pass

kscene_pass_render_data standard_pass

◆ view_matrix

mat4 view_matrix

◆ view_position

vec4 view_position

◆ water_plane_count

u16 water_plane_count

◆ water_planes


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