Vulkan2D
2D renderer written in C using Vulkan and SDL2
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Camera information. More...
#include <Structs.h>
Data Fields | ||
VK2DCameraType | type | |
What type of camera this is. | ||
float | x | |
X position of the camera (top left coordinates) (only used in default camera type) | ||
float | y | |
Y position of the camera (top left coordinates) (only used in default camera type) | ||
float | w | |
Virtual width of the screen. | ||
float | h | |
Virtual height of the screen. | ||
float | zoom | |
Zoom percentage (Relative to the virtual width and height, not actual) | ||
float | rot | |
Rotation of the camera. | ||
float | xOnScreen | |
x position in the window | ||
float | yOnScreen | |
y position in the window | ||
float | wOnScreen | |
Width of the camera in the window. | ||
float | hOnScreen | |
Height of the camera in the window. | ||
struct { | ||
vec3 eyes | ||
Where the 3D camera is. | ||
vec3 centre | ||
Where the 3D camera is looking. | ||
vec3 up | ||
Which direction is up for the 3D camera. | ||
float fov | ||
Field of view of the camera. | ||
} | Perspective | |
Camera information.
float VK2DCameraSpec::hOnScreen |
Height of the camera in the window.
Things used for perspective and orthographic cameras in place of the x/y variables