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#include <cmath>
#include "MVP.hpp"
#include "Math.hpp"
namespace Math::MVP {
Matrix<4, 4> model(Vector<3> position, Rotation 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 rotation = Matrix<4, 4>::rotation(angles);
auto transformation = Matrix<4, 4>::transformation(-position);
return rotation * transformation;
}
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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