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authorvimene <vincent.menegaux@gmail.com>2026-01-13 02:04:52 +0100
committervimene <vincent.menegaux@gmail.com>2026-01-13 02:04:52 +0100
commitdb41d43345ea73cf7c1bbb29448e52ffb822e3e0 (patch)
tree4635d654e301b3f31f8d2626f3bc2c6f2a6e50a8 /src/o3d/camera.hpp
parent7f08187a46e30925e4563585fab2c6f92400330a (diff)
downloadengine-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.hpp10
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();
}
};