#[repr(C)]pub struct Globals {Show 23 fields
view_mat: [[f32; 4]; 4],
proj_mat: [[f32; 4]; 4],
all_mat: [[f32; 4]; 4],
cam_pos: [f32; 4],
focus_off: [f32; 4],
focus_pos: [f32; 4],
view_distance: [f32; 4],
time_of_day: [f32; 4],
sun_dir: [f32; 4],
moon_dir: [f32; 4],
tick: [f32; 4],
screen_res: [f32; 4],
light_shadow_count: [u32; 4],
shadow_proj_factors: [f32; 4],
medium: [u32; 4],
select_pos: [i32; 4],
gamma_exposure: [f32; 4],
last_lightning: [f32; 4],
wind_vel: [f32; 2],
ambiance: f32,
cam_mode: u32,
sprite_render_distance: f32,
globals_dummy: [f32; 3],
}Fields§
§view_mat: [[f32; 4]; 4]Transformation from world coordinate space (with focus_off as the origin) to the camera space
proj_mat: [[f32; 4]; 4]§all_mat: [[f32; 4]; 4]proj_mat * view_mat
cam_pos: [f32; 4]Offset of the camera from the focus position
focus_off: [f32; 4]Integer portion of the focus position in world coordinates
focus_pos: [f32; 4]Fractions portion of the focus position
view_distance: [f32; 4]NOTE: view_distance.x is the horizontal view distance, view_distance.y is the LOD detail, view_distance.z is the minimum height over any land chunk (i.e. the sea level), and view_distance.w is the maximum height over this minimum height.
TODO: Fix whatever alignment issue requires these uniforms to be aligned.
time_of_day: [f32; 4]§sun_dir: [f32; 4]Direction of sunlight.
moon_dir: [f32; 4]Direction of moonlight.
tick: [f32; 4]§screen_res: [f32; 4]x, y represent the resolution of the screen; w, z represent the near and far planes of the shadow map.
light_shadow_count: [u32; 4]§shadow_proj_factors: [f32; 4]§medium: [u32; 4]§select_pos: [i32; 4]§gamma_exposure: [f32; 4]§last_lightning: [f32; 4]§wind_vel: [f32; 2]§ambiance: f32§cam_mode: u32§sprite_render_distance: f32§globals_dummy: [f32; 3]Implementations§
Source§impl Globals
impl Globals
Sourcepub fn new(
view_mat: Mat4<f32>,
proj_mat: Mat4<f32>,
cam_pos: Vec3<f32>,
focus_pos: Vec3<f32>,
view_distance: f32,
tgt_detail: f32,
map_bounds: Vec2<f32>,
time_of_day: f64,
tick: f64,
client_tick: f64,
screen_res: Vec2<u16>,
shadow_planes: Vec2<f32>,
light_count: usize,
shadow_count: usize,
directed_light_count: usize,
medium: BlockKind,
select_pos: Option<Vec3<i32>>,
gamma: f32,
exposure: f32,
last_lightning: (Vec3<f32>, f64),
wind_vel: Vec2<f32>,
ambiance: f32,
cam_mode: CameraMode,
sprite_render_distance: f32,
) -> Self
pub fn new( view_mat: Mat4<f32>, proj_mat: Mat4<f32>, cam_pos: Vec3<f32>, focus_pos: Vec3<f32>, view_distance: f32, tgt_detail: f32, map_bounds: Vec2<f32>, time_of_day: f64, tick: f64, client_tick: f64, screen_res: Vec2<u16>, shadow_planes: Vec2<f32>, light_count: usize, shadow_count: usize, directed_light_count: usize, medium: BlockKind, select_pos: Option<Vec3<i32>>, gamma: f32, exposure: f32, last_lightning: (Vec3<f32>, f64), wind_vel: Vec2<f32>, ambiance: f32, cam_mode: CameraMode, sprite_render_distance: f32, ) -> Self
Create global consts from the provided parameters.
Trait Implementations§
impl Copy for Globals
impl Pod for Globals
Auto Trait Implementations§
impl Freeze for Globals
impl RefUnwindSafe for Globals
impl Send for Globals
impl Sync for Globals
impl Unpin for Globals
impl UnwindSafe for Globals
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