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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2019-2024, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "perspective_camera.h"
#include <glm/gtc/matrix_transform.hpp>
namespace vkb
{
namespace sg
{
PerspectiveCamera::PerspectiveCamera(const std::string &name) :
Camera{name}
{}
void PerspectiveCamera::set_field_of_view(float new_fov)
{
fov = new_fov;
}
float PerspectiveCamera::get_far_plane() const
{
return far_plane;
}
void PerspectiveCamera::set_far_plane(float zfar)
{
far_plane = zfar;
}
float PerspectiveCamera::get_near_plane() const
{
return near_plane;
}
void PerspectiveCamera::set_near_plane(float znear)
{
near_plane = znear;
}
void PerspectiveCamera::set_aspect_ratio(float new_aspect_ratio)
{
aspect_ratio = new_aspect_ratio;
}
float PerspectiveCamera::get_field_of_view()
{
return fov;
}
float PerspectiveCamera::get_aspect_ratio()
{
return aspect_ratio;
}
glm::mat4 PerspectiveCamera::get_projection()
{
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
return glm::perspective(fov, aspect_ratio, far_plane, near_plane);
}
} // namespace sg
} // namespace vkb