Vulkan-Hpp/samples/utils/math.cpp
2019-04-15 10:18:58 +02:00

38 lines
1.4 KiB
C++

// 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<float>(extent.height) / static_cast<float>(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;
}
}
}