, aspect(1.0f)
, near_clip(0.1f)
, far_clip(100.0f)
-, position(0, 0, 0)
-, target(0, 0, -1)
-, up(0, 1, 0)
+, model()
, projection(glm::perspective(fov, aspect, near_clip, far_clip))
-, view(glm::lookAt(position, target, up))
+, view(model.Transform())
, vp(projection * view) {
}
}
void Camera::UpdateView() {
- view = glm::lookAt(position, target, up);
+ view = glm::inverse(model.Transform());
vp = projection * view;
}