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This along with other misc fixes by listening to the validation layers "fixes" specular, but just for the skin. I need to do some more work to figure out why it doesn't work for character shaders yet. Also introduces new helper functions to Device to easily transition textures and name them.
23 lines
No EOL
498 B
C
23 lines
No EOL
498 B
C
// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include <glm/mat4x4.hpp>
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struct Camera {
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/// Field of view in degrees
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float fieldOfView = 45.0f;
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/// The aspect ratio of the camera, set automatically by @p RenderManager
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float aspectRatio = 0.0f;
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/// Near plane
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float nearPlane = 0.1f;
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/// Far plane
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float farPlane = 100.0f;
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glm::mat4 perspective, view;
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glm::vec3 position;
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}; |