// 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, 1.0f, 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; } } // namespace su } // namespace vk