support glm
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// Vulkan Cookbook
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// ISBN: 9781786468154
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// Packt Publishing Limited
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// git: https://github.com/PacktPublishing/Vulkan-Cookbook.git
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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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@ -23,10 +24,26 @@ namespace hgl
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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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2.0f / (right - left),
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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2.0f / (bottom - top),
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f / (znear - zfar),
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0.0f,
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-(right + left) / (right - left),
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-(bottom + top) / (bottom - top),
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znear / (znear - zfar),
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1.0f
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);
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}
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/**
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@ -37,12 +54,8 @@ namespace hgl
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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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return ortho(0.0f,width,height,0.0f,znear,zfar);
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}
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/**
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@ -51,12 +64,8 @@ namespace hgl
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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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return ortho(width,height,0.0f,1.0f);
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}
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/**
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@ -71,17 +80,27 @@ 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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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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field_of_view / aspect_ratio,
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0.0f,
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0.0f,
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0.0f,
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0.0f, 0.0f, -1.0f, 0.0f);
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0.0f,
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-field_of_view,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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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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0.0f
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);
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}
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Matrix4f lookat(const Vector4f &eye,const Vector4f &target,const Vector4f &up)
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@ -96,14 +115,31 @@ namespace hgl
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Vector4f nup=cross(right,forward);
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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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//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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return result*translate(-eye.xyz());
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Matrix4f result( right.x,
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nup.x,
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-forward.x,
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0.0f,
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right.y,
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nup.y,
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-forward.y,
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0.0f,
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right.z,
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nup.z,
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-forward.z/2.0f,
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0.0f,
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1.0f,
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1.0f,
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1.0f,
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1.0f);
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return result*translate(-Vector3f(eye));
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}
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}//namespace hgl
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