/* * This file is part of MXE. See LICENSE.md for licensing information. * * This file is a test program for glm, adapted from the code sample at * http://glm.g-truc.net/0.9.7/index.html. */ #include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective #include <glm/mat4x4.hpp> // glm::mat4 #include <glm/vec3.hpp> // glm::vec3 #include <glm/vec4.hpp> // glm::vec4 #include <glm/gtx/string_cast.hpp> // so we can print a calculation result #include <iostream> glm::mat4 camera(float Translate, glm::vec2 const& Rotate) { glm::mat4 Projection = glm::perspective(45.0f, 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() { glm::mat4 m = camera(0.0f, glm::vec2(0.0f, 0.0f)); std::cout << glm::to_string(m) << std::endl; return 0; }