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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
# include "math.hpp"
namespace vk
{
namespace su
{
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glm : : mat4x4 createModelViewProjectionClipMatrix ( vk : : Extent2D const & extent )
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{
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float fov = glm : : radians ( 45.0f ) ;
if ( extent . width > extent . height )
{
fov * = static_cast < float > ( extent . height ) / static_cast < float > ( extent . width ) ;
}
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glm : : mat4x4 model = glm : : mat4x4 ( 1.0f ) ;
glm : : mat4x4 view = glm : : lookAt ( glm : : vec3 ( - 5.0f , 3.0f , - 10.0f ) , glm : : vec3 ( 0.0f , 0.0f , 0.0f ) , glm : : vec3 ( 0.0f , - 1.0f , 0.0f ) ) ;
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glm : : mat4x4 projection = glm : : perspective ( fov , static_cast < float > ( extent . width ) / static_cast < float > ( extent . height ) , 0.1f , 100.0f ) ;
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glm : : mat4x4 clip = glm : : mat4x4 ( 1.0f , 0.0f , 0.0f , 0.0f , 0.0f , - 1.0f , 0.0f , 0.0f , 0.0f , 0.0f , 0.5f , 0.0f , 0.0f , 0.0f , 0.5f , 1.0f ) ; // vulkan clip space has inverted y and half z !
return clip * projection * view * model ;
}
}
}