mirror of
https://github.com/KhronosGroup/Vulkan-Hpp
synced 2024-11-22 20:30:04 +00:00
5ce8ae7fd0
+ some minor changes in some samples, math, shaders, and utils.
38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#include "math.hpp"
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namespace vk
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{
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namespace su
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{
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glm::mat4x4 createModelViewProjectionClipMatrix(vk::Extent2D const& extent)
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{
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float fov = glm::radians(45.0f);
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if (extent.width > extent.height)
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{
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fov *= static_cast<float>(extent.height) / static_cast<float>(extent.width);
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}
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glm::mat4x4 model = glm::mat4x4(1.0f);
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glm::mat4x4 view = glm::lookAt(glm::vec3(-5.0f, 3.0f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f));
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glm::mat4x4 projection = glm::perspective(fov, static_cast<float>(extent.width) / static_cast<float>(extent.height), 0.1f, 100.0f);
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glm::mat4x4 clip = glm::mat4x4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f); // vulkan clip space has inverted y and half z !
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return clip * projection * view * model;
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}
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}
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}
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