Kohi Game Engine
material_frame_data Struct Reference

#include <material_system.h>

Data Fields

mat4 directional_light_spaces [MATERIAL_MAX_SHADOW_CASCADES]
 
mat4 projection
 
mat4 views [MATERIAL_MAX_VIEWS]
 
vec4 view_positions [MATERIAL_MAX_VIEWS]
 
u32 render_mode
 
f32 cascade_splits [MATERIAL_MAX_SHADOW_CASCADES]
 
f32 shadow_bias
 
f32 delta_time
 
f32 game_time
 
ktexture shadow_map_texture
 
ktexture irradiance_cubemap_textures [MATERIAL_MAX_SHADOW_CASCADES]
 

Detailed Description

Holds internal state for per-frame data (i.e across all standard materials);

Field Documentation

◆ cascade_splits

◆ delta_time

f32 delta_time

◆ directional_light_spaces

mat4 directional_light_spaces[MATERIAL_MAX_SHADOW_CASCADES]

◆ game_time

f32 game_time

◆ irradiance_cubemap_textures

ktexture irradiance_cubemap_textures[MATERIAL_MAX_SHADOW_CASCADES]

◆ projection

mat4 projection

◆ render_mode

u32 render_mode

◆ shadow_bias

f32 shadow_bias

◆ shadow_map_texture

ktexture shadow_map_texture

◆ view_positions

vec4 view_positions[MATERIAL_MAX_VIEWS]

◆ views


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