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