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/*
* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#include <DirectXMath.h>
using namespace DirectX;
class Camera
{
public:
Camera();
union
{
struct
{
XMMATRIX mMatView;
XMMATRIX mMatViewProj;
};
float PerFrameData[32];
};
XMMATRIX mMatProj;
void InitProjectionMatrix(uint32_t width, uint32_t height, float zNear = 0.01f, float zFar = 10000.0f);
void MoveForward(float dt);
void MoveRight(float dt);
void AdvanceAngles(float yaw, float pitch);
void UpdateViewMatrix();
XMVECTOR mPosition;
XMVECTOR mViewVector;
};
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