20 lines
664 B
C++
20 lines
664 B
C++
#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/trigonometric.hpp>
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/string_cast.hpp>
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#include <iostream>
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int main() {
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glm::vec3 eye = {0.2f, 4.0f, 8.0f};
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glm::vec3 center = {0.0f, 0.0f, 0.0f};
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glm::vec3 up = {0.0f, 0.0f, 1.0f};
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glm::mat4 view = glm::lookAt(eye, center, up);
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1600.0f / 1200.0f, 0.1f, 10.0f);
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std::cout << glm::to_string(view) << '\n';
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// std::cout << glm::to_string(proj) << '\n';
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}
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