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Camera.cpp
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47 lines (34 loc) · 1.36 KB
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#include "Camera.h"
// We use column major matrices
Camera::Camera()
{
// The Projection Identity
proj.m00 = 1.0f; proj.m01 = 0.0f; proj.m02 = 0.0f; proj.m03 = 0.0f;
proj.m10 = 0.0f; proj.m11 = 1.0f; proj.m12 = 0.0f; proj.m13 = 0.0f;
proj.m20 = 0.0f; proj.m21 = 0.0f; proj.m22 = 1.0f; proj.m23 = 0.0f;
proj.m30 = 0.0f; proj.m31 = 0.0f; proj.m32 = 1.0f; proj.m33 = 0.0f;
view = MathHelper::MatrixIdentity();
dir = float3(0.0f, 0.0f, 1.0f);
}
// Sets Perspective Projection
void Camera::SetPerspective(float fov, float aspectRatio, float nearZ, float farZ)
{
// Set camera specifications
Camera::fov = fov;
Camera::nearZ = nearZ;
Camera::farZ = farZ;
Camera::aspectRatio = aspectRatio;
float tanHalfFov = tanf(fov * 0.5f * 3.14f / 180.0f);
float s = 1.0f / (tanHalfFov * aspectRatio);
float zRange = farZ - nearZ;
// Set the projection matrix
proj.m00 = s; proj.m01 = 0.0f; proj.m02 = 0.0f; proj.m03 = 0.0f;
proj.m10 = 0.0f; proj.m11 = aspectRatio * s; proj.m12 = 0.0f; proj.m13 = 0.0f;
proj.m20 = 0.0f; proj.m21 = 0.0f; proj.m22 = (farZ + nearZ) / zRange; proj.m23 = 2.0f * farZ * nearZ / zRange;
proj.m30 = 0.0f; proj.m31 = 0.0f; proj.m32 = 1.0f; proj.m33 = 0.0f;
}
void Camera::SetCameraView(matrix4x4 dM)
{
view = dM * view;
dir = MathHelper::ToFloat3(dM * MathHelper::ToFloat4w0(dir));
}