Public Attributes

VR3SceneShaderParams Struct Reference

Scene shader parameters. More...

#include <VR3Scene.h>

List of all members.

Public Attributes

GLfloat projmat [16]
 projection matrix updated at each Begin()..End() block
GLfloat viewmat [16]
 viewing matrix updated at each Begin()..End() block
GLfloat projviewmat [16]
 projection and viewing matrix updated at each Begin()..End() block
GLfloat orthoprojmat [16]
GLfloat camerapos [3]
 Camera position.
GLint numactivelights
 Number of active lights.
GLfloat lightambient [VR3SC_NUM_LIGHTS *3]
 Array containing m_numactivelights ambient colors (one for each active light)
GLfloat lightdiffuse [VR3SC_NUM_LIGHTS *3]
 Array containing m_numactivelights diffuse colors (one for each active light)
GLfloat lightspecular [VR3SC_NUM_LIGHTS *3]
 Array containing m_numactivelights specular colors (one for each active light)
GLfloat lightpos [VR3SC_NUM_LIGHTS *3]
 Array containing m_numactivelights light positions (one for each active light)

Detailed Description

Scene shader parameters.

During rendering, some scene properties depending on the active camera and the lights must be used as shader uniforms. To obtain efficient shader operations, each frame we prepare the useful variables in the form the shaders consume them, this operation is done once for every Begin()...End() block.

Definition at line 37 of file VR3Scene.h.


Member Data Documentation

Camera position.

this parameter may be recovered from the viewmatrix, by storing it we get faster operations.

Definition at line 51 of file VR3Scene.h.

GLfloat VR3SceneShaderParams::lightambient[VR3SC_NUM_LIGHTS *3]

Array containing m_numactivelights ambient colors (one for each active light)

Definition at line 55 of file VR3Scene.h.

GLfloat VR3SceneShaderParams::lightdiffuse[VR3SC_NUM_LIGHTS *3]

Array containing m_numactivelights diffuse colors (one for each active light)

Definition at line 57 of file VR3Scene.h.

GLfloat VR3SceneShaderParams::lightpos[VR3SC_NUM_LIGHTS *3]

Array containing m_numactivelights light positions (one for each active light)

Definition at line 61 of file VR3Scene.h.

GLfloat VR3SceneShaderParams::lightspecular[VR3SC_NUM_LIGHTS *3]

Array containing m_numactivelights specular colors (one for each active light)

Definition at line 59 of file VR3Scene.h.

Number of active lights.

Definition at line 53 of file VR3Scene.h.

It may be eventually used (e.g. when rendering text in 2D mode).

Definition at line 47 of file VR3Scene.h.

projection matrix updated at each Begin()..End() block

Definition at line 39 of file VR3Scene.h.

projection and viewing matrix updated at each Begin()..End() block

It is the product of the two matrices above.

Definition at line 44 of file VR3Scene.h.

viewing matrix updated at each Begin()..End() block

Definition at line 41 of file VR3Scene.h.


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