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226 lines
7.1 KiB
226 lines
7.1 KiB
#include <algorithm> // std::max, std::min |
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#include <memory> // std::make_shared |
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#include <glm/ext/matrix_clip_space.hpp> // glm::perspective, glm::ortho |
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#include <glm/ext/matrix_transform.hpp> // glm::radians, glm::lookAt |
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#include "inferno/application.h" |
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#include "inferno/component/transform.h" |
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#include "inferno/input.h" |
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#include "inferno/inputcodes.h" |
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#include "inferno/render/camera.h" |
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#include "inferno/window.h" |
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namespace Inferno { |
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Camera::Camera() |
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: Camera({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}) |
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{ |
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} |
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Camera::Camera(glm::vec3 translate, glm::vec3 rotate) |
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{ |
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glm::vec3 scale = {1.0f, 1.0f, 1.0f}; |
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m_transform = std::make_shared<Transform>(translate, rotate, scale); |
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} |
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// ---------------------------------------- |
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OrthographicCamera::OrthographicCamera() |
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: Camera({0.0f, 0.0f, -1.0f}, {0.0f, 0.0f, 1.0f}) |
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{ |
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initialize(); |
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} |
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OrthographicCamera::OrthographicCamera(glm::vec3 translate, glm::vec3 rotate) |
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: Camera(translate, rotate) |
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{ |
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initialize(); |
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} |
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void OrthographicCamera::initialize() |
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{ |
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m_zoomLevel = 1.0f; |
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// Set the roatation axis |
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m_rotateAxis = glm::vec3(0.0f, 0.0f, 1.0f); |
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dbg(Log::Info) << "OrthographicCamera initialized"; |
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} |
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void OrthographicCamera::update(float deltaTime) |
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{ |
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// Update camera rotation |
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float cameraRotateSpeed = ROTATE_SPEED * deltaTime; |
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glm::vec3 rotate = transform()->rotate(); |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_Q"))) { |
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rotate.z += cameraRotateSpeed; |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_E"))) { |
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rotate.z -= cameraRotateSpeed; |
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} |
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if (rotate.z > 180.0f) |
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rotate.z -= 360.0f; |
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else if (rotate.z <= -180.0f) |
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rotate.z += 360.0f; |
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transform()->setRotate(rotate); |
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// Update camera translation |
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float cameraTranslateSpeed = TRANSLATE_SPEED * deltaTime; |
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glm::vec3 translate = transform()->translate(); |
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// WASD movement |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) { |
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translate.x += -sin(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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translate.y += cos(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) { |
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translate.x -= -sin(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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translate.y -= cos(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) { |
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translate.x -= cos(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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translate.y -= sin(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) { |
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translate.x += cos(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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translate.y += sin(glm::radians(rotate.z)) * cameraTranslateSpeed; |
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} |
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transform()->setTranslate(translate); |
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// Update camera zoom |
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float zoomSpeed = ZOOM_SENSITIVITY * deltaTime; |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_EQUAL"))) { |
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m_zoomLevel -= zoomSpeed; |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_MINUS"))) { |
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m_zoomLevel += zoomSpeed; |
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} |
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m_zoomLevel = std::max(m_zoomLevel, 0.25f); |
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m_zoomLevel = std::min(m_zoomLevel, 10.0f); |
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// Update camera matrix |
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// Local space -> World space: model matrix |
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// Is done in Object::update() |
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// World space -> View space: view matrix |
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transform()->setTransform(glm::translate(glm::mat4(1.0f), translate) * glm::rotate(glm::mat4(1.0f), glm::radians(rotate.z), m_rotateAxis)); |
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transform()->setTransform(glm::inverse(transform()->transform())); |
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// View space -> Clip space: projection matrix |
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float aspectRatio = Application::the().getWindow().getAspect(); |
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setProjection(glm::ortho(-aspectRatio * m_zoomLevel, aspectRatio * m_zoomLevel, -m_zoomLevel, m_zoomLevel, -1.0f, 1.0f)); |
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// Clip space -> Screen space: viewport transform |
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// Is done in the fragment shader using the settings of glViewport |
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} |
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// ---------------------------------------- |
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PerspectiveCamera::PerspectiveCamera() |
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: Camera({0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}) |
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{ |
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initialize(); |
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} |
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PerspectiveCamera::PerspectiveCamera(glm::vec3 translate, glm::vec3 rotate) |
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: Camera(translate, rotate) |
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{ |
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initialize(); |
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} |
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void PerspectiveCamera::initialize() |
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{ |
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m_fov = 90.0f; |
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m_pitch = 0.0f; |
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m_yaw = -90.0f; |
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// Up vector in world space |
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m_up = glm::vec3(0.0f, 1.0f, 0.0f); |
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dbg(Log::Info) << "PerspectiveCamera initialized"; |
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} |
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void PerspectiveCamera::update(float deltaTime) |
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{ |
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// Get mouse movement offset compared to last frame |
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float xOffset = Input::getXOffset() * MOUSE_SENSITIVITY; |
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float yOffset = Input::getYOffset() * MOUSE_SENSITIVITY; |
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m_yaw += xOffset; |
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m_pitch += yOffset; |
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// Prevent gimbal lock |
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if (m_pitch > 89.0f) m_pitch = 89.0f; |
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if (m_pitch < -89.0f) m_pitch = -89.0f; |
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// Update camera rotation, by calculating direction vector via yaw and pitch |
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transform()->setRotate( |
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cos(glm::radians(m_pitch)) * cos(glm::radians(m_yaw)), |
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sin(glm::radians(m_pitch)), |
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cos(glm::radians(m_pitch)) * sin(glm::radians(m_yaw))); |
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transform()->setRotate(glm::normalize(transform()->rotate())); |
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// The direction vector is based on |
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// Camera direction (z): normalize(position - target) |
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// Right axis (x): normalize(cross(up, direction)) |
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// Up axis (y): cross(direction, right) |
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// Source: https://learnopengl.com/img/getting-started/camera_axes.png |
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// Cross = combination of two vectors in 3D space, |
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// where result is always perpendicular to both of the vectors |
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// Update camera translation |
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float cameraSpeed = TRANSLATE_SPEED * deltaTime; |
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// WASD movement |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) { |
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transform()->setTranslate(transform()->translate() + cameraSpeed * transform()->rotate()); |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) { |
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transform()->setTranslate(transform()->translate() - cameraSpeed * transform()->rotate()); |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) { |
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transform()->setTranslate(transform()->translate() - |
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glm::normalize(glm::cross(transform()->rotate(), m_up)) * cameraSpeed); |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) { |
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transform()->setTranslate(transform()->translate() + |
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glm::normalize(glm::cross(transform()->rotate(), m_up)) * cameraSpeed); |
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} |
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// Up / down movement |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_SPACE"))) { |
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transform()->setTranslate(transform()->translate().x, transform()->translate().y + cameraSpeed, transform()->translate().z); |
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} |
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_LEFT_SHIFT"))) { |
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transform()->setTranslate(transform()->translate().x, transform()->translate().y - cameraSpeed, transform()->translate().z); |
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} |
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// Update camera matrix |
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// Local space -> World space: model matrix |
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// Is done in Object::update() |
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// World space -> View space: view matrix |
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transform()->setTransform(glm::lookAt(transform()->translate(), transform()->translate() + transform()->rotate(), m_up)); |
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// View space -> Clip space: projection matrix |
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float aspect = Application::the().getWindow().getAspect(); |
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setProjection(glm::perspective(glm::radians(m_fov), aspect, NEAR_PLANE, FAR_PLANE)); |
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// Clip space -> Screen space: viewport transform |
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// Is done in the fragment shader using the settings of glViewport |
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// Souce: https://learnopengl.com/img/getting-started/coordinate_systems.png |
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} |
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}
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