switch to glm
This commit is contained in:
@@ -6,20 +6,26 @@
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//注:GLM/CML(OpenGLMode)是列矩阵,计算坐标matrix*pos
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// 而MGL是行矩阵,需要反过来pos*matrix
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#include<glm/gtc/matrix_transform.hpp>
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namespace hgl
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{
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using Matrix3f=float3x3;
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using Matrix4f=float4x4;
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using Matrix3x4f=float3x4;
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using Matrix3f=glm::mat3;
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using Matrix4f=glm::mat4;
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inline Matrix4f identity()
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{
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return Matrix4f::identity;
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return Matrix4f();
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}
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inline Matrix4f inverse(const Matrix4f &m)
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{
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return m.Inverted();
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return glm::inverse(m);
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}
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inline Matrix4f transpose(const Matrix4f &m)
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{
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return glm::transpose(m);
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}
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/**
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@@ -76,52 +82,52 @@ namespace hgl
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inline Matrix4f translate(const Vector3f &v)
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{
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return Matrix4f::Translate(v);
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return glm::translate(Matrix4f(1.0f),v);
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}
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inline Matrix4f translate(float x,float y,float z)
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{
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return Matrix4f::Translate(x,y,z);
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return glm::translate(Matrix4f(1.0f),Vector3f(x,y,z));
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}
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inline Matrix4f translate(float x,float y)
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{
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return Matrix4f::Translate(x,y,1.0f);
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return translate(x,y,1.0f);
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}
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inline Matrix4f scale(const Vector3f &v)
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{
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return Matrix4f::Scale(v,Vector3f::zero);
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return glm::scale(Matrix4f(1.0f),v);
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}
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inline Matrix4f scale(float x,float y,float z)
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{
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return Matrix4f::Scale(Vector3f(x,y,z),Vector3f::zero);
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return glm::scale(Matrix4f(1.0f),Vector3f(x,y,z));
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}
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inline Matrix4f scale(float x,float y)
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{
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return Matrix4f::Scale(Vector3f(x,y,1.0f),Vector3f::zero);
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return scale(x,y,1.0f);
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}
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inline Matrix4f scale(float s)
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{
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return Matrix4f::Scale(Vector3f(s,s,s),Vector3f::zero);
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return glm::scale(Matrix4f(1.0f),Vector3f(s,s,s));
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}
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inline Matrix4f rotate(float angle,const Vector3f &axis)
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{
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return Matrix4f::RotateAxisAngle(axis.Normalized(),angle);
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return glm::rotate(Matrix4f(1.0f),angle,axis);
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}
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inline Matrix4f rotate(float angle,float x,float y,float z)
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{
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return rotate(angle,Vector3f(x,y,z));
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return glm::rotate(Matrix4f(1.0f),angle,Vector3f(x,y,z));
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}
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inline Matrix4f rotate(float angle,float x,float y)
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{
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return rotate(angle,Vector3f(x,y,1.0f));
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return rotate(angle,x,y,1.0f);
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}
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inline Matrix4f rotate(float angle,const Vector4f &axis)
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@@ -131,9 +137,9 @@ namespace hgl
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inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis)
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{
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Vector4f result=rotate(angle,axis)*Vector4f(v3f,1.0f);
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Vector4f result = rotate(angle, axis)*Vector4f(v3f, 1.0f);
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return result.xyz();
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return Vector3f(result.x,result.y,result.z);
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}
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}//namespace hgl
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#endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE
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@@ -3,37 +3,16 @@
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // double -> int 精度丢失警告
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#pragma warning(disable:4996) // sprintf may be unsafe, Consider using sprintf_s instead
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#endif//_MSC_VER
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#include<hgl/math/FastTriangle.h>
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#include<MathGeoLib.h>
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/**
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* MathGeoLib
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* Game Math and Geometry Library
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*
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* My C++ library for 3D mathematics and geometry manipulation.
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* Jukka Jylänki
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*
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* offical web: http://clb.demon.fi/MathGeoLib/nightly/
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*
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* License:
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*
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* This library is licensed under the Apache 2 license. I am not a lawyer, but to me that
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* license means that you can use this code for any purpose, both commercial and closed source.
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* You are however restricted from claiming you wrote it yourself, and cannot hold me liable
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* for anything over this code.
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* I acknowledge that most of the non-trivial math routines are taken off a book or a
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* research paper. In all places, I have tried to be diligent to properly attribute the original
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* source. Please contact me if you feel I have misattributed something.
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*/
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#include<glm/glm.hpp>
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namespace hgl
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{
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using Vector2f=float2;
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using Vector3f=float3;
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using Vector4f=float4;
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using Vector2f=glm::vec2;
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using Vector3f=glm::vec3;
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using Vector4f=glm::vec4;
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inline bool operator == (const Vector2f &lhs,const Vector2f &rhs)
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{
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@@ -117,37 +96,37 @@ namespace hgl
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template<typename T>
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inline T normalized(const T &v)
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{
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return v.Normalized();
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return glm::normalize(v);
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}
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template<typename T>
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inline void normalize(T &v)
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{
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v.Normalize();
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v=glm::normalize(v);
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}
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template<typename T>
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inline T cross(const T &v1,const T &v2)
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{
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return v1.Cross(v2);
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return glm::cross(v1,v2);
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}
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template<typename T>
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inline float dot(const T &v1,const T &v2)
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{
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return v1.Dot(v2);
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return glm::dot(v1,v2);
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}
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template<typename T>
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inline float dot2(const T &v)
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{
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return v.Dot(v);
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}
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//template<typename T>
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//inline float dot2(const T &v)
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//{
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// return v.Dot(v);
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//}
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inline float ray_angle_cos(const Ray &ray,const vec &pos)
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{
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return ray.dir.Dot((pos-ray.pos).Normalized());
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}
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//inline float ray_angle_cos(const Ray &ray,const vec &pos)
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//{
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// return ray.dir.Dot((pos-ray.pos).Normalized());
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//}
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inline float length_squared(const Vector2f &v)
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{
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@@ -22,11 +22,13 @@ namespace hgl
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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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//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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return glm::orthoRH_ZO(left,right,bottom,top,znear,zfar);
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}
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/**
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@@ -38,26 +40,28 @@ namespace hgl
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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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//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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return glm::orthoRH_ZO(0.0f,width,height,0.0f,znear,zfar);
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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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@@ -71,39 +75,46 @@ namespace hgl
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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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glm::perspectiveRH_ZO(field_of_view,aspect_ratio,znear,zfar);
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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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//const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
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0.0f, 0.0f, -1.0f, 0.0f);
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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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Vector3f e(eye.x,eye.y,eye.z);
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Vector3f c(target.x,target.y,target.z);
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Vector3f u(up.x,up.y,up.z);
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normalize(forward);
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glm::lookAtRH(e,c,u);
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//Vector4f forward=target-eye;
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Vector4f right=cross(forward,up);
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//normalize(forward);
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normalize(right);
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//Vector4f right=cross(forward,up);
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Vector4f nup=cross(right,forward);
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//normalize(right);
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Matrix4f result( right.x, right.y, right.z, 1.0f,
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nup.x, nup.y, nup.z, 1.0f,
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-forward.x, -forward.y, -forward.z/2.0f, 1.0f,
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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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//Vector4f nup=cross(right,forward);
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return result*translate(-eye.xyz());
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//Matrix4f result( right.x, right.y, right.z, 1.0f,
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// nup.x, nup.y, nup.z, 1.0f,
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// -forward.x, -forward.y, -forward.z/2.0f, 1.0f,
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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*translate(-eye.xyz());
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}
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}//namespace hgl
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