add Matrix4f.cpp, moved a lot of codes to Matrix4f.cpp
This commit is contained in:
@@ -22,19 +22,21 @@ namespace hgl
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return m.Inverted();
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}
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inline Matrix4f ortho( float left,
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float right,
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float bottom,
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float top,
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float znear,
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float zfar )
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{
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return Matrix4f(
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2.0f / (right - left), 0.0f, 0.0f, -(right + left) / (right - left),
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0.0f, 2.0f / (bottom - top), 0.0f, -(bottom + top) / (bottom - top),
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0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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/**
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* 生成一个正角视图矩阵
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* @param left 左
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* @param right 右
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* @param top 顶
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* @param bottom 底
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* @param znear 近平面z值
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* @param zfar 远平台z值
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*/
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Matrix4f ortho( float left,
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float right,
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float bottom,
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float top,
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float znear,
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float zfar );
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/**
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* 生成一个正角视图矩阵
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@@ -43,28 +45,14 @@ namespace hgl
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* @param znear 近平面z值
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* @param zfar 远平台z值
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*/
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inline Matrix4f ortho(float width,float height,float znear,float zfar)
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{
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return Matrix4f(
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2.0f / width, 0.0f, 0.0f, -1,
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0.0f, 2.0f / height, 0.0f, -1,
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0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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Matrix4f ortho(float width,float height,float znear,float zfar);
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/**
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* 生成一个正角视图矩阵
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* @param width 宽
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* @param height 高
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*/
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inline Matrix4f ortho(float width,float height)
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{
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return Matrix4f(
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2.0f / width, 0.0f, 0.0f, -1,
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0.0f, 2.0f / height, 0.0f, -1,
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0.0f, 0.0f, -1.0f , 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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Matrix4f ortho(float width,float height);
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/**
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* 生成一个透视矩阵
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@@ -73,28 +61,18 @@ namespace hgl
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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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inline Matrix4f perspective(float field_of_view,
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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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const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
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Matrix4f perspective( float field_of_view,
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float aspect_ratio,
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float znear,
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float zfar);
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// float scaleX, shearXy, shearXz, x;
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//float shearYx, scaleY, shearYz, y;
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//float shearZx, shearZy, scaleZ, z;
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//float shearWx, shearWy, shearWz, w;
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return Matrix4f(
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f / aspect_ratio, 0.0f, 0.0f, 0.0f,
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0.0f, -f, 0.0f, 0.0f,
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0.0f, 0.0f, zfar / (znear - zfar), (znear * zfar) / (znear - zfar),
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// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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// 某些引擎这两项会乘0.5,那是因为他们是 -1 to 1 的Z值设定,而我们是0 to 1,所以这里不用乘
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// 同理,camera的znear为接近0的正数,zfar为一个较大的正数,默认使用16/256
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0.0f, 0.0f, -1.0f, 0.0f);
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}
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/**
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* 产生一个lookat变换矩阵
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* @param eye 眼睛位置
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* @param target 目标位置
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* @param up 向上向量
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*/
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Matrix4f lookat(const Vector4f &eye,const Vector4f &target,const Vector4f &up);
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inline Matrix4f translate(const Vector3f &v)
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{
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@@ -14,7 +14,8 @@ SET(MATH_HEADER_FILES ${MATH_INCLUDE_PATH}/bvec.h
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${MATH_INCLUDE_PATH}/Vector.h)
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SET(MATH_SOURCE_FILES Math/LAtan.cpp
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Math/LSinCos.cpp)
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Math/LSinCos.cpp
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Math/Matrix4f.cpp)
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SOURCE_GROUP("Math\\Header Files" FILES ${MATH_HEADER_FILES})
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SOURCE_GROUP("Math\\Source Files" FILES ${MATH_SOURCE_FILES})
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109
src/Math/Matrix4f.cpp
Normal file
109
src/Math/Matrix4f.cpp
Normal file
@@ -0,0 +1,109 @@
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#include<hgl/math/Matrix.h>
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// Vulkan Cookbook
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// ISBN: 9781786468154
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// Packt Publishing Limited
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//
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// Author: Pawel Lapinski
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// LinkedIn: https://www.linkedin.com/in/pawel-lapinski-84522329
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//
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// Chapter: 10 Helper Recipes
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// Recipe: 04 Preparing a perspective projection matrix
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// Recipe: 05 Preparing an orthographic projection matrix
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// 注:我方便用row矩阵,所以需要将Vulkan Cookbook中的矩转旋转参照
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namespace hgl
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{
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Matrix4f ortho( float left,
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float right,
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float bottom,
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float top,
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float znear,
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float zfar )
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{
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return Matrix4f(
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2.0f / (right - left), 0.0f, 0.0f, -(right + left) / (right - left),
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0.0f, 2.0f / (bottom - top), 0.0f, -(bottom + top) / (bottom - top),
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0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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/**
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* 生成一个正角视图矩阵
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* @param width 宽
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* @param height 高
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* @param znear 近平面z值
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* @param zfar 远平台z值
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*/
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Matrix4f ortho(float width,float height,float znear,float zfar)
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{
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return Matrix4f(
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2.0f / width, 0.0f, 0.0f, -1,
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0.0f, 2.0f / height, 0.0f, -1,
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0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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/**
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* 生成一个正角视图矩阵
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* @param width 宽
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* @param height 高
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*/
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Matrix4f ortho(float width,float height)
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{
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return Matrix4f(
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2.0f / width, 0.0f, 0.0f, -1,
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0.0f, 2.0f / height, 0.0f, -1,
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0.0f, 0.0f, -1.0f , 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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/**
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* 生成一个透视矩阵
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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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Matrix4f perspective( float field_of_view,
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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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const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
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return Matrix4f(
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f / aspect_ratio, 0.0f, 0.0f, 0.0f,
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0.0f, -f, 0.0f, 0.0f,
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0.0f, 0.0f, zfar / (znear - zfar), (znear * zfar) / (znear - zfar),
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// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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// 某些引擎这两项会乘0.5,那是因为他们是 -1 to 1 的Z值设定,而我们是 0 to 1,所以这里不用乘
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// 同理,camera的znear为接近0的正数,zfar为一个较大的正数,默认使用16/256
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0.0f, 0.0f, -1.0f, 0.0f);
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}
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Matrix4f lookat(const Vector4f &eye,const Vector4f &target,const Vector4f &up)
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{
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Vector4f forward=target-eye;
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normalize(forward);
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Vector4f right=cross(forward,up);
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normalize(right);
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Vector4f nup=cross(right,forward);
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Matrix4f result( right.x, right.y, right.z, dot(eye,right),
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nup.x, nup.y, nup.z, dot(eye,nup),
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-forward.x, -forward.y, -forward.z/2.0f, dot(eye,forward),
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0.0f, 0.0f, 0.0f, 1.0f);
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// ^^^^^^
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// 某些引擎这里为0.5,那是因为他们是 -1 to 1 的Z值设定,而我们是0 to 1,所以这里不用乘
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// 同理,camera的znear为接近0的正数,zfar为一个较大的正数,默认使用16/256
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return result;
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}
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}//namespace hgl
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