#include "Camera.h" UINT Camera::init(UINT width, UINT height) { // view matrix XMVECTOR position = XMVectorSet(0.0f, 0.0f, -1.0f, 0.0f); XMVECTOR forward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&_viewMatrix, XMMatrixLookToLH(position, forward, up)); // projection matrix XMMATRIX perspectiveMatrix = XMMatrixPerspectiveFovLH( XM_PI * 0.3333333f, // field of view in radians, here 60 degrees static_cast(width) / static_cast(height), // aspect ratio 0.3f, 10.0f // near & far clipping planes ); XMStoreFloat4x4(&_projectionMatrix, perspectiveMatrix); return 0; } void Camera::update(FLOAT dt) { } void Camera::deInit() { }