xash3d-fwgs/ref_vk/vk_global.h
Ivan 'provod' Avdeev 7fa3f2dc8d render: split mvp matrix to separate model,view,projection matrices
This will help with RTX model transformations.
2021-03-13 13:35:50 -08:00

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C

#pragma once
#include "xash3d_types.h"
typedef struct vk_global_camera_s {
vec3_t vieworg; // locked vieworigin
vec3_t viewangles;
vec3_t vforward;
vec3_t vright;
vec3_t vup;
float fov_x, fov_y; // current view fov
int viewport[4];
//gl_frustum_t frustum;
matrix4x4 objectMatrix; // currententity matrix
matrix4x4 worldviewMatrix; // modelview for world
matrix4x4 modelviewMatrix; // worldviewMatrix * objectMatrix
matrix4x4 projectionMatrix;
matrix4x4 worldviewProjectionMatrix; // worldviewMatrix * projectionMatrix
} vk_global_camera_t;
extern vk_global_camera_t g_camera;