mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 03:52:48 -05:00
Introduce perspective projection matrix.
Also correct a bug where the view matrix was not being used.
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@@ -27,8 +27,8 @@ using mat3 = mat<3>;
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using mat4 = mat<4>;
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using mat4 = mat<4>;
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using mat5 = mat<5>;
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using mat5 = mat<5>;
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mat4 ortho(float left, float right, float bottom, float top, float front, float back) {
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mat4 orthographic(float left, float right, float bottom, float top, float front, float back) {
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mat<4> res = mat4();
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mat4 res = mat4();
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res <<
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res <<
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2 / (right - left), 0, 0, -(right + left) / (right - left),
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2 / (right - left), 0, 0, -(right + left) / (right - left),
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0, 2 / (top - bottom), 0, -(top + bottom) / (top - bottom),
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0, 2 / (top - bottom), 0, -(top + bottom) / (top - bottom),
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@@ -36,3 +36,25 @@ mat4 ortho(float left, float right, float bottom, float top, float front, float
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0, 0, 0, 1;
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0, 0, 0, 1;
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return res;
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return res;
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}
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}
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mat4 perspective(float fovy, float aspect, float zNear, float zFar) {
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float tanHalfFovy(std::tan(fovy / 2));
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mat4 res = mat4::Identity();
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res(0, 0) = 1 / (aspect * tanHalfFovy);
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res(1, 1) = 1 / (tanHalfFovy);
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res(2, 2) = -(zFar + zNear) / (zFar - zNear);
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res(3, 2) = -1;
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res(2, 3) = -(2 + zFar * zNear) / (zFar - zNear);
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return res;
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}
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mat4 translation(float x, float y, float z) {
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mat4 res = mat4();
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res <<
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1, 0, 0, x,
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0, 1, 0, y,
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0, 0, 1, z,
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0, 0, 0, 1;
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return res;
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}
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@@ -19,9 +19,12 @@ struct Matrices {
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auto aspect = (float) screen.width() / (float) screen.height();
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auto aspect = (float) screen.width() / (float) screen.height();
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auto pheight = 1.4f;
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auto pheight = 1.4f;
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auto pwidth = aspect * pheight;
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auto pwidth = aspect * pheight;
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mat4 proj = ortho(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
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// auto proj = orthographic(-pwidth, pwidth, -pheight, pheight, -10.0f, 10.0f);
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// auto proj = perspective(-pwidth, pwidth, pheight, -pheight, 10.0f, 0.01f);
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auto proj = perspective(0.4, aspect, 0.1, 10.0);
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auto view = translation(0, 0, -4);
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auto view = mat4::Identity();
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return Matrices(proj, view);
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return Matrices(proj, view);
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}
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}
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};
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};
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@@ -30,7 +30,7 @@ float unmix(float u, float v) {
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void emit(vec4 v) {
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void emit(vec4 v) {
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pos = v;
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pos = v;
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col = vCol[0];
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col = vCol[0];
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gl_Position = proj * vec4(v.xyz, 1);
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gl_Position = proj * view * vec4(v.xyz, 1);
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EmitVertex();
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EmitVertex();
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}
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}
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