#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; }