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author | vimene <vincent.menegaux@gmail.com> | 2025-01-02 13:25:14 +0100 |
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committer | vimene <vincent.menegaux@gmail.com> | 2025-01-02 13:25:14 +0100 |
commit | 26b4b82a7be2c029491f3009b66b3cbf8db5d93c (patch) | |
tree | ddc247a0600b5933185677212f158ebea5a87530 /src/o3d/camera.h | |
parent | 9fdb5881d46f5d80626f961f9c9f133cc25dab70 (diff) | |
download | engine-26b4b82a7be2c029491f3009b66b3cbf8db5d93c.tar.gz |
various improvements
- cleaned up the computation of the camera's matrix
- changed VertexData to being a struct which transmit data between the "vertex shader" and the "fragment shader"
- started working on keyboard and mouse controls
- added fov (field of view)
- changed quaternion to euler angles conversion, from zyx to zxy
- fixed computations of z coordinates in triangle rendering
- improved naming in the triangle rasterizer
Diffstat (limited to 'src/o3d/camera.h')
-rw-r--r-- | src/o3d/camera.h | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/src/o3d/camera.h b/src/o3d/camera.h index 27c31eb..832f473 100644 --- a/src/o3d/camera.h +++ b/src/o3d/camera.h @@ -1,12 +1,22 @@ #ifndef O3D_CAMERA_H #define O3D_CAMERA_H +#include "math/mat4.h" #include "math/tform.h" +using + engine::math::Matrix4, + engine::math::Transform; + namespace engine::o3d { struct Camera { - engine::math::Transform transform; + float fov; + Transform transform; + + constexpr Matrix4 to_mat4(float aspect_ratio, float min_z, float max_z) const & { + return Matrix4::projection(fov, aspect_ratio, min_z, max_z) * transform.to_inverse_mat4(); + } }; } |