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#include <iostream> |
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#include <glm/glm.hpp> |
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#include <glm/ext.hpp> |
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glm::mat4 camera(float Translate, glm::vec2 const& Rotate) |
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{ |
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glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.f); |
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glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate)); |
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View = glm::rotate(View, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f)); |
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View = glm::rotate(View, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f)); |
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glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f)); |
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return Projection * View * Model; |
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} |
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int main() |
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{ |
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const glm::mat4 m = camera(1.f, glm::vec2(1.f, 0.5f)); |
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std::cout << "matrix diagonal: " << m[0][0] << ", " |
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<< m[1][1] << ", " << m[2][2] << ", " << m[3][3] << "\n"; |
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return 0; |
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} |
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