// 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 { glm::mat4x4 createModelViewProjectionClipMatrix(vk::Extent2D const& extent) { float fov = glm::radians(45.0f); if (extent.width > extent.height) { fov *= static_cast(extent.height) / static_cast(extent.width); } 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)); glm::mat4x4 projection = glm::perspective(fov, static_cast(extent.width) / static_cast(extent.height), 0.1f, 100.0f); 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; } } }