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Help
Searched
refs:proj
(Results
1 - 7
of
7
) sorted by relevance
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H
A
D
render_node_default_cameras.cpp
160
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()
[all...]
H
A
D
render_node_default_cameras.h
60
BASE_NS::Math::Mat4X4
proj
{ BASE_NS::Math::IDENTITY_4X4 };
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H
A
D
render_system.h
215
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
D
render_system.cpp
1864
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
;
[all...]
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H
A
D
render_data_defines_3d.h
407
BASE_NS::Math::Mat4X4
proj
;
member
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H
A
D
3d_dm_structures_common.h
384
mat4
proj
;
member
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H
A
D
render_node_scene_util.cpp
263
camFrustum = frustumUtil->CreateFrustum(cameras[cameraId].matrices.
proj
* cameras[cameraId].matrices.view);
in GetRenderSlotSubmeshes()
Completed in 13 milliseconds