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| author | vimene <vincent.menegaux@gmail.com> | 2026-01-13 02:04:52 +0100 |
|---|---|---|
| committer | vimene <vincent.menegaux@gmail.com> | 2026-01-13 02:04:52 +0100 |
| commit | db41d43345ea73cf7c1bbb29448e52ffb822e3e0 (patch) | |
| tree | 4635d654e301b3f31f8d2626f3bc2c6f2a6e50a8 /src/o3d/camera.hpp | |
| parent | 7f08187a46e30925e4563585fab2c6f92400330a (diff) | |
| download | engine-db41d43345ea73cf7c1bbb29448e52ffb822e3e0.tar.gz | |
added textures for the hardware renderer
- removed "using" directive in .hpp
- reverse order of arguments for quaternion rotation, i.e. q.rot(v)
instead of v.rot(q), where q is a quaterinon and v a vector
- pass the inverse of the view matrix to render_and_present_frame, to
allow light calculation in shaders (we used to just pass the matrix of
the quaternion of the transformation, i.e. discard scaling and
translations)
- added another mesh and texture (viking_room) for testing purposes
- added transparent background option
- added Quaternion::look_towards(), which is the equivalent of
Matrix4::look_at() but only for rotations
- various improvement to .obj parsing
- load texture coordinates from .obj file
- merged duplicate vertices in Mesh::linearize_indices()
Diffstat (limited to 'src/o3d/camera.hpp')
| -rw-r--r-- | src/o3d/camera.hpp | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/src/o3d/camera.hpp b/src/o3d/camera.hpp index eb10450..ff99c08 100644 --- a/src/o3d/camera.hpp +++ b/src/o3d/camera.hpp @@ -4,18 +4,14 @@ #include "math/mat4.hpp" #include "math/tform.hpp" -using - engine::math::Matrix4, - engine::math::Transform; - namespace engine::o3d { struct Camera { float fov; - Transform transform; + engine::math::Transform transform; - constexpr Matrix4 to_mat4(float aspect_ratio, float min_z, float max_z) const & { - return Matrix4::perspective(fov, aspect_ratio, min_z, max_z) * transform.to_inverse_mat4(); + constexpr engine::math::Matrix4 to_mat4(float aspect_ratio, float min_z, float max_z) const & { + return engine::math::Matrix4::perspective(fov, aspect_ratio, min_z, max_z) * transform.to_inverse_mat4(); } }; |
