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#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);
return transformation * rotation;
}
Matrix<4, 4> view(Vector<3> position, Rotation angles) {
auto transformation = transformation_matrix(position);
auto rotation = rotation_matrix(angles);
return transformation * rotation;
}
Matrix<4, 4> projection(float aspect, float fov, float near, float far) {
auto fov_radians = (fov * M_PI) / 180.0f;
float x_scale = 1.0f / (tan(fov_radians / 2.0f) * aspect);
float y_scale = 1.0f / tan(fov_radians / 2.0f);
float frustum_length = far - near;
float z_near = -(far + near) / frustum_length;
float z_far = -(2 * far * near) / frustum_length;
Matrix<4, 4> projection{
x_scale, 0.0f, 0.0f, 0.0f,
0.0f, y_scale, 0.0f, 0.0f,
0.0f, 0.0f, z_near, z_far,
0.0f, 0.0f, -1.0f, 0.0f,
};
return projection;
}
}
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