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Camera.cpp
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Camera.cpp
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/*
* Copyright (c) 2014-2024, 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact [email protected] (Chris Hebert) for feedback */
#include "Camera.h"
#include <glm/gtc/matrix_transform.hpp>
Camera::Camera()
: Node()
, m_fov(45.0f)
, m_near(0.01f)
, m_far(100.0f)
{
initProjection();
}
Camera::Camera(Node* inParent, const ID& inID, const float& inFOV, const float& inNear, const float& inFar)
: Node(inParent, inID)
, m_fov(45.0f)
, m_near(0.01f)
, m_far(100.0f)
{
initProjection();
}
void Camera::initProjection(const float& inFOV, const float& inNear, const float& inFar)
{
m_fov = inFOV;
m_near = inNear;
m_far = inFar;
m_viewport[2] = 800.0f;
m_viewport[3] = 800.0f;
m_projection_dirty = true;
}
void Camera::updateProjection()
{
if(!m_projection_dirty)
return;
float vw = m_viewport[2] - m_viewport[0];
float vh = m_viewport[3] - m_viewport[1];
float aspect = vw / vh;
m_projection = glm::perspectiveRH_ZO(glm::radians(m_fov), aspect, m_near, m_far);
m_projection_dirty = false;
}
Camera::~Camera() {}