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/* Copyright (c) 2019-2024, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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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 "perspective_camera.h"
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#include <glm/gtc/matrix_transform.hpp>
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namespace vkb
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{
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namespace sg
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{
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PerspectiveCamera::PerspectiveCamera(const std::string &name) :
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Camera{name}
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{}
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void PerspectiveCamera::set_field_of_view(float new_fov)
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{
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fov = new_fov;
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}
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float PerspectiveCamera::get_far_plane() const
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{
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return far_plane;
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}
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void PerspectiveCamera::set_far_plane(float zfar)
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{
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far_plane = zfar;
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}
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float PerspectiveCamera::get_near_plane() const
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{
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return near_plane;
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}
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void PerspectiveCamera::set_near_plane(float znear)
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{
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near_plane = znear;
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}
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void PerspectiveCamera::set_aspect_ratio(float new_aspect_ratio)
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{
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aspect_ratio = new_aspect_ratio;
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}
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float PerspectiveCamera::get_field_of_view()
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{
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return fov;
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}
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float PerspectiveCamera::get_aspect_ratio()
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{
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return aspect_ratio;
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}
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glm::mat4 PerspectiveCamera::get_projection()
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{
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// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
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return glm::perspective(fov, aspect_ratio, far_plane, near_plane);
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}
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} // namespace sg
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} // namespace vkb
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