matrix: add perspective matrices
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79
matrix.cpp
79
matrix.cpp
@ -22,6 +22,7 @@
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#include "debug.hpp"
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#include <cstring>
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#include <cmath>
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using namespace util;
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@ -422,6 +423,84 @@ matrix<T>::is_affine (void) const {
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}
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//-----------------------------------------------------------------------------
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template <typename T>
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matrix<T>
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matrix<T>::ortho (T left, T right,
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T bottom, T top,
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T near, T far)
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{
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CHECK_GT (far, near);
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T tx = - (right + left) / (right - left);
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T ty = - (top + bottom) / (top - bottom);
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T tz = - (far + near) / (far - near);
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T rl = 2 / (right - left);
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T tb = 2 / (top - bottom);
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T fn = 2 / (far - near);
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return { {
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{ rl, 0, 0, tx },
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{ 0, tb, 0, ty },
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{ 0, 0, fn, tz },
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{ 0, 0, 0, 1 },
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} };
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}
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//-----------------------------------------------------------------------------
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template <typename T>
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matrix<T>
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matrix<T>::ortho2D (T left, T right,
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T bottom, T top)
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{
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return ortho (left, right, bottom, top, -1, 1);
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}
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//-----------------------------------------------------------------------------
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template <typename T>
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matrix<T>
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matrix<T>::perspective (T fov, T aspect, T near, T far)
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{
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T f = std::tan (fov / 2);
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T tx = 1 / (f * aspect);
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T ty = 1 / f;
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T z1 = (far + near) / (near - far);
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T z2 = (2 * far * near) / (near - far);
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return { {
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{ tx, 0, 0, 0 },
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{ 0, ty, 0, 0 },
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{ 0, 0, z1, z2 },
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{ 0, 0, -1, 0 }
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} };
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}
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//-----------------------------------------------------------------------------
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// Emulates gluLookAt
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template <typename T>
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matrix<T>
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matrix<T>::look_at (util::point<3> eye,
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util::point<3> centre,
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util::vector<3> up)
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{
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const auto f = eye.to (centre).normalise ();
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const auto s = cross (f, up).normalise ();
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const auto u = cross (s, f);
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return { {
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{ s.x, s.y, s.z, -dot (s, eye) },
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{ u.x, u.y, u.z, -dot (u, eye) },
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{ -f.x, -f.y, -f.z, dot (f, eye) },
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{ 0, 0, 0, 1 },
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} };
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}
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//-----------------------------------------------------------------------------
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template <typename T>
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const matrix<T>
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@ -59,6 +59,13 @@ namespace util {
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bool is_affine (void) const;
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// Perspective matrices
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static matrix<T> ortho (T left, T right, T bottom, T top, T near, T far);
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static matrix<T> ortho2D (T left, T right, T bottom, T top);
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static matrix<T> perspective (T fov, T aspect, T near, T far);
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static matrix<T> look_at (util::point<3> eye, util::point<3> centre, util::vector<3> up);
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// Constant matrices
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static const matrix<T> IDENTITY;
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static const matrix<T> ZEROES;
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};
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