evan 2026.1.4
Evan
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evan::Frame::UniformBufferObject Struct Reference

Uniform buffer object structure. More...

#include <headers/evan/Frame.hpp>

Collaboration diagram for evan::Frame::UniformBufferObject:

Public Attributes

glm::mat4 model
 Model matrix representing the transformation of the object in the scene. It is used to position, rotate, and scale the object in the world space.
 
ViewUniform views [MAX_MULTIVIEW_VIEWS]
 Per-view view/projection matrices, indexed by gl_ViewIndex.
 

Detailed Description

Uniform buffer object structure.

This structure represents the data that will be passed to the vertex shader as a uniform buffer. Each dynamic slot holds the model matrix and the per-view matrices read by the shader. A fallback two-pass renderer binds one slot per eye and the shader reads entry 0 (ViewIndex is zero outside multiview passes), while multiview rendering writes every eye into one slot and the shader indexes the array with gl_ViewIndex.

Definition at line 77 of file Frame.hpp.

Member Data Documentation

◆ model

glm::mat4 evan::Frame::UniformBufferObject::model

Model matrix representing the transformation of the object in the scene. It is used to position, rotate, and scale the object in the world space.

Definition at line 83 of file Frame.hpp.

◆ views

ViewUniform evan::Frame::UniformBufferObject::views[MAX_MULTIVIEW_VIEWS]

Per-view view/projection matrices, indexed by gl_ViewIndex.

Definition at line 89 of file Frame.hpp.


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