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Toast Engine
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#include <glm/ext/matrix_clip_space.hpp>#include <glm/glm.hpp>#include <vulkan/vulkan.hpp>

Go to the source code of this file.
Functions | |
| auto | renderer::depth::perspective (float fovy, float aspect, float near_plane, float far_plane) -> glm::mat4 |
| Callers still apply their own Y flip. | |
Variables | |
| constexpr bool | renderer::depth::k_reversed_z = true |
| Near 1 far 0 for even float precision over distance. | |
| constexpr float | renderer::depth::k_near = k_reversed_z ? 1.0f : 0.0f |
| constexpr float | renderer::depth::k_far = k_reversed_z ? 0.0f : 1.0f |
| constexpr float | renderer::depth::k_clear = k_far |
| constexpr vk::CompareOp | renderer::depth::k_closer = k_reversed_z ? vk::CompareOp::eGreater : vk::CompareOp::eLess |
| constexpr vk::CompareOp | renderer::depth::k_closer_or_equal = k_reversed_z ? vk::CompareOp::eGreaterOrEqual : vk::CompareOp::eLessOrEqual |
| Drawing over a depth prepass and far plane draws such as the skybox. | |