1#include "CameraArrayComponent.h"
28 TypeDatabase::createType<CameraArrayComponent>()
bool enableDepth
Rendering should use a depth buffer, either backed by a provided texture or a buffer created by the r...
std::vector< glm::mat4 > projections
One projection matrix per layer.
std::vector< TextureHandle > colorTextures
The color render texture to output the rendered scene from the camera to.
bool updateReferenceCamera
Update reference camera using the view projection and transform matrices.
bool moveCameraBack
Find intersection of frustum edges and Z axis and back camera back, tries to minimize field-of-view o...
bool overrideProjectionNearAndFar
If true, override near and far values embedded in the provided projection matrix with overrideNearVal...
uint32_t samples
Number of multi-sampling samples, a value of 0 or 1 implies no multi-sampling.
float overrideNearValue
Near-value to use when overrideNearAndFar is enabled.
float overrideFarValue
Far-value to use when overrideNearAndFar is enabled.
std::vector< TextureHandle > depthTextures
The depth render texture to output the rendered scene from the camera to. Optional.
static void registerType()
Register the type in the type system.
bool updateNearAndFar
When updating the reference camera, also update near and far.
bool expectsSRGB
Does the colorTexture expect values in sRGB color space.
bool updateViewportResolution
When updating the reference camera, use texture dimension to set camera viewport resolution.
std::vector< glm::mat4 > transforms
One affine transform matrix per layer.
float debugFrustumSqueeze
Debug variable to squeeze the frustum to be smaller than required, as a help to debug culling.
WeakEntityPtr referenceCamera
Reference camera to pull data from.
Field definition describing a single data member of a data structure.
Contains reflection support.