Grafika_Komputerowa_Interst.../cw 7/src/Camera.cpp

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2024-01-12 18:23:52 +01:00
#include "Camera.h"
glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale)
{
glm::mat4 perspective;
perspective[0][0] = 1.f;
perspective[1][1] = frustumScale;
perspective[2][2] = (zFar + zNear) / (zNear - zFar);
perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar);
perspective[2][3] = -1;
perspective[3][3] = 0;
return perspective;
}
glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up )
{
glm::vec3 side = glm::cross(forward, up);
// Trzeba pamietac o minusie przy ustawianiu osi Z kamery.
// Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z.
glm::mat4 cameraRotation;
cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z;
cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z;
cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z;
glm::mat4 cameraTranslation;
cameraTranslation[3] = glm::vec4(-position, 1.0f);
return cameraRotation * cameraTranslation;
}