Camera::Camera():
fov(Geometry::Angle<float>::from_turns(0.125)),
+ height(0),
aspect(4.0/3.0),
clip_near(0.1),
clip_far(10),
update_projection_matrix();
}
+void Camera::set_orthographic(float w, float h)
+{
+ fov = Geometry::Angle<float>::zero();
+ height = h;
+ if(w)
+ aspect = w/h;
+ update_projection_matrix();
+}
+
void Camera::set_aspect(float a)
{
aspect = a;
float right = frustum_w*(frustum_x+1.0f);
float bottom = frustum_h*(frustum_y-1.0f);
float top = frustum_h*(frustum_y+1.0f);
- proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
+ if(fov>Geometry::Angle<float>::zero())
+ proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
+ else
+ proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
}
void Camera::update_object_matrix()
{
private:
Geometry::Angle<float> fov;
+ float height;
float aspect;
// Some compilers have "near" and "far" keywords
float clip_near;
Camera();
void set_field_of_view(const Geometry::Angle<float> &);
+ void set_orthographic(float, float);
void set_aspect(float);
void set_depth_clip(float, float);
void set_frustum_axis(float, float);