Wrapper around the GraphicsEngine camera.
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#include <camera.h>
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std::shared_ptr< GraphicsEngine::Camera > | camera |
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bool | clearColorBufferOnDraw |
| determine if the draw system should clear the color buffer (or only the depth buffer) when using this camera.
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glm::vec3 | clearColor |
| only relevant if clearColorBufferOnDraw is true.
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glm::vec3 | globalShaderCoefs |
| only relevant if using phong shading. Coefficients for ambient, diffuse, and specular respectively. Must all be in the range [0,1].
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std::string | shader |
| shader used to render Meshes seen by this camera.
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Wrapper around the GraphicsEngine camera.
◆ operator const std::shared_ptr< GraphicsEngine::Camera >()
Saga::Camera::operator const std::shared_ptr< GraphicsEngine::Camera > |
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const |
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inline |
◆ camera
std::shared_ptr<GraphicsEngine::Camera> Saga::Camera::camera |
◆ clearColor
glm::vec3 Saga::Camera::clearColor |
only relevant if clearColorBufferOnDraw is true.
◆ clearColorBufferOnDraw
bool Saga::Camera::clearColorBufferOnDraw |
determine if the draw system should clear the color buffer (or only the depth buffer) when using this camera.
◆ globalShaderCoefs
glm::vec3 Saga::Camera::globalShaderCoefs |
only relevant if using phong shading. Coefficients for ambient, diffuse, and specular respectively. Must all be in the range [0,1].
◆ shader
std::string Saga::Camera::shader |
shader used to render Meshes seen by this camera.
The documentation for this struct was generated from the following file: