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struct NanoCamera | |
{ | |
float rotx = 0.f; | |
float roty = 0.f; | |
float zoom = 0.f; | |
float fovy = 75.f; | |
glm::mat4 view = glm::identity<glm::mat4>(); | |
glm::mat4 proj = glm::identity<glm::mat4>(); | |
glm::mat4 update(float aspect, float displ_x, float displ_y, float wheel_y) | |
{ | |
rotx += displ_x * 0.001f; | |
roty += displ_y * 0.001f; | |
zoom += wheel_y; | |
glm::mat4 pivot = glm::identity<glm::mat4>(); | |
pivot = glm::rotate(pivot, rotx, glm::vec3 { 0, 1, 0 }); | |
pivot = glm::rotate(pivot, roty, glm::vec3 { 1, 0, 0 }); | |
glm::vec3 const front = -1.f * pivot[2].xyz(); | |
glm::vec3 const eye = front * zoom; | |
view = glm::lookAt(eye, eye + front, pivot[1].xyz()); | |
proj = glm::perspective(fovy, aspect, 0.1f, 1'000.f); | |
return proj * view; | |
} | |
}; |
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