fixed bug in perspective and lookat
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@@ -68,8 +68,8 @@ namespace hgl
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/**
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* 生成一个透视矩阵
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* @param field_of_view 视野(角度)
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* @param aspect_ratio 宽高比
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* @param field_of_view 视野
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* @param znear 近截面
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* @param zfar 远截面
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*/
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@@ -77,7 +77,7 @@ namespace hgl
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float aspect_ratio,
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float znear,
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float zfar)
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{
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{
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float f = 1.0f / tanf( deg2rad( 0.5f * field_of_view ) );
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return Matrix4f(
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@@ -93,22 +93,23 @@ namespace hgl
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0.0f,
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0.0f,
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zfar / (znear - zfar),
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zfar/(znear-zfar),
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-1.0f,
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0.0f,
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0.0f,
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(znear * zfar) / (znear - zfar),
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-(znear * zfar) / (zfar-znear),
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0.0f
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);
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//经查证,此代码等于glm::perspectiveRH_ZO之后将[1][1]乘-1,在SaschaWillems的范例中,如果反装Y,则[1][1]确实要乘-1。
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}
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Matrix4f lookat(const Vector3f &eye,const Vector3f &target,const Vector3f &up)
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{
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Vector3f forward=normalize(target-eye);
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Vector3f right=normalize(cross(forward,up));
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Vector3f nup=cross(right,forward);
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Vector3f right =normalize(cross(forward,up));
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Vector3f nup =cross(right,forward);
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return Matrix4f( right.x,
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nup.x,
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@@ -122,7 +123,7 @@ namespace hgl
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right.z,
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nup.z,
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-forward.z/2.0f,
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-forward.z,
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0.0f,
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-dot(eye,right ),
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@@ -130,5 +131,7 @@ namespace hgl
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dot(eye,forward),
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1.0f
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);
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//经查证,此代码完全等于glm::lookAtRH,无任何差别
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}
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}//namespace hgl
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