| 27 | } |
| 28 | |
| 29 | void RenderView::FillConstantBuffer(CCameraMatrixBuffer& bufferToFill) |
| 30 | { |
| 31 | bufferToFill.Projection = Camera.Projection; |
| 32 | bufferToFill.View = Camera.View; |
| 33 | bufferToFill.ViewProjection = Camera.ViewProjection; |
| 34 | bufferToFill.InverseView = Camera.View.Invert(); |
| 35 | bufferToFill.InverseProjection = Camera.Projection.Invert(); |
| 36 | bufferToFill.CamDirectionWS = Vector4(Camera.WorldDirection); |
| 37 | bufferToFill.CamPositionWS = Vector4(Camera.WorldPosition); |
| 38 | bufferToFill.ViewSize = Camera.ViewSize; |
| 39 | bufferToFill.InvViewSize = Camera.InvViewSize; |
| 40 | bufferToFill.RoomNumber = Camera.RoomNumber; |
| 41 | bufferToFill.NearPlane = Camera.NearPlane; |
| 42 | bufferToFill.FarPlane = Camera.FarPlane; |
| 43 | bufferToFill.AspectRatio = Camera.ViewSize.x / Camera.ViewSize.y; |
| 44 | bufferToFill.TanHalfFOV = tanf(DEG_TO_RAD(Camera.FOV / 2.0f)); |
| 45 | } |
| 46 | |
| 47 | void RenderView::Clear() |
| 48 | { |
no test coverage detected