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-rw-r--r--src/Math/MVP.cpp51
1 files changed, 5 insertions, 46 deletions
diff --git a/src/Math/MVP.cpp b/src/Math/MVP.cpp
index 37675b4..146b208 100644
--- a/src/Math/MVP.cpp
+++ b/src/Math/MVP.cpp
@@ -1,62 +1,21 @@
 #include <cmath>
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtc/type_ptr.hpp>
-#include <glm/gtx/string_cast.hpp>
 #include "MVP.hpp"
 #include "Math.hpp"
 
 namespace Math::MVP {
 
-Matrix<4, 4> transformation_matrix(Vector<3> position) {
-    return {
-            1.0f, 0.0f, 0.0f, position.x(),
-            0.0f, 1.0f, 0.0f, position.y(),
-            0.0f, 0.0f, 1.0f, position.z(),
-            0.0f, 0.0f, 0.0f, 1.0f
-    };
-}
-
-Matrix<4, 4> rotation_matrix(Rotation angles) {
-    auto c = angles.vector.apply(cos);
-    auto s = angles.vector.apply(sin);
-
-    Matrix<4, 4> rotation_x{
-            1.0f, 0.0f,  0.0f,   0.0f,
-            0.0f, c.x(), -s.x(), 0.0f,
-            0.0f, s.x(), c.x(),  0.0f,
-            0.0f, 0.0f,  0.0f,   1.0f,
-    };
-
-    Matrix<4, 4> rotation_y{
-            c.y(),  0.0f, s.y(),  0.0f,
-            0.0f,   1.0f, 0.0f,   0.0f,
-            -s.y(), 0.0f, c.y(),  0.0f,
-            0.0f,   0.0f, 0.0f,   1.0f,
-    };
-
-    Matrix<4, 4> rotation_z{
-            c.z(), -s.z(), 0.0f,  0.0f,
-            s.z(), c.z(),  0.0f,  0.0f,
-            0.0f,  0.0f,   1.0f,  0.0f,
-            0.0f,  0.0f,   0.0f,  1.0f,
-    };
-
-    return rotation_x * rotation_y * rotation_z;
-}
-
 Matrix<4, 4> model(Vector<3> position, Rotation angles) {
-    auto transformation = transformation_matrix(position);
-    auto rotation = rotation_matrix(angles);
+    auto transformation = Matrix<4, 4>::transformation(position);
+    auto rotation = Matrix<4, 4>::rotation(angles);
 
     return transformation * rotation;
 }
 
 Matrix<4, 4> view(Vector<3> position, Rotation angles) {
-    auto transformation = transformation_matrix(position);
-    auto rotation = rotation_matrix(angles);
+    auto rotation = Matrix<4, 4>::rotation(angles);
+    auto transformation = Matrix<4, 4>::transformation(-position);
 
-    return transformation * rotation;
+    return rotation * transformation;
 }
 
 Matrix<4, 4> projection(float aspect, float fov, float near, float far) {