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Searched refs:proj (Results 1 - 7 of 7) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_cameras.cpp160 const Math::Mat4X4 viewProj = jp.proj * currCamera.matrices.view; in ExecuteFrame()
162 dat->proj = jp.proj; in ExecuteFrame()
166 dat->projInv = Math::Inverse(jp.proj); in ExecuteFrame()
170 const Math::Mat4X4 viewProjPrevFrame = jpPrevFrame.proj * currCamera.matrices.viewPrevFrame; in ExecuteFrame()
172 dat->projPrevFrame = jpPrevFrame.proj; in ExecuteFrame()
217 jp.baseProj = prevFrame ? camera.matrices.projPrevFrame : camera.matrices.proj; in GetProjectionMatrix()
218 jp.proj = jp.baseProj; in GetProjectionMatrix()
229 jp.proj[2U][0U] += haltonOffsetRes.x; in GetProjectionMatrix()
230 jp.proj[ in GetProjectionMatrix()
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H A Drender_node_default_cameras.h60 BASE_NS::Math::Mat4X4 proj { BASE_NS::Math::IDENTITY_4X4 };
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.h215 const CORE_NS::Entity& entity, const BASE_NS::Math::Mat4X4& view, const BASE_NS::Math::Mat4X4& proj);
333 BASE_NS::Math::Mat4X4 proj; member
H A Drender_system.cpp1864 const auto proj = CameraMatrixUtil::CalculateProjectionMatrix(component, isCameraNegative);
1872 camera.matrices.proj = proj;
1873 const CameraData prevFrameCamData = UpdateAndGetPreviousFrameCameraData(cameraEntity, view, proj);
1875 camera.matrices.projPrevFrame = prevFrameCamData.proj;
1938 const Frustum frustum = frustumUtil_->CreateFrustum(camera.matrices.proj * camera.matrices.view);
1962 Math::Mat4X4 reflectedProjection = camera.matrices.proj;
1984 reflCam.matrices.proj = reflectedProjection;
1986 UpdateAndGetPreviousFrameCameraData({ reflCamId }, reflCam.matrices.view, reflCam.matrices.proj);
1988 reflCam.matrices.projPrevFrame = prevFrameCamData.proj;
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H A Drender_data_defines_3d.h407 BASE_NS::Math::Mat4X4 proj; member
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_structures_common.h384 mat4 proj; member
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H A Drender_node_scene_util.cpp263 camFrustum = frustumUtil->CreateFrustum(cameras[cameraId].matrices.proj * cameras[cameraId].matrices.view); in GetRenderSlotSubmeshes()

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