support glm

This commit is contained in:
hyzboy 2021-09-24 20:36:41 +08:00
parent 2493989c5e
commit aa35ff5fb1

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@ -3,6 +3,7 @@
// Vulkan Cookbook
// ISBN: 9781786468154
// Packt Publishing Limited
// git: https://github.com/PacktPublishing/Vulkan-Cookbook.git
//
// Author: Pawel Lapinski
// LinkedIn: https://www.linkedin.com/in/pawel-lapinski-84522329
@ -23,10 +24,26 @@ namespace hgl
float zfar )
{
return Matrix4f(
2.0f / (right - left), 0.0f, 0.0f, -(right + left) / (right - left),
0.0f, 2.0f / (bottom - top), 0.0f, -(bottom + top) / (bottom - top),
0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
0.0f, 0.0f, 0.0f, 1.0f);
2.0f / (right - left),
0.0f,
0.0f,
0.0f,
0.0f,
2.0f / (bottom - top),
0.0f,
0.0f,
0.0f,
0.0f,
1.0f / (znear - zfar),
0.0f,
-(right + left) / (right - left),
-(bottom + top) / (bottom - top),
znear / (znear - zfar),
1.0f
);
}
/**
@ -37,12 +54,8 @@ namespace hgl
* @param zfar z值
*/
Matrix4f ortho(float width,float height,float znear,float zfar)
{
return Matrix4f(
2.0f / width, 0.0f, 0.0f, -1,
0.0f, 2.0f / height, 0.0f, -1,
0.0f, 0.0f, 1.0f / (znear - zfar), znear / (znear - zfar),
0.0f, 0.0f, 0.0f, 1.0f);
{
return ortho(0.0f,width,height,0.0f,znear,zfar);
}
/**
@ -51,12 +64,8 @@ namespace hgl
* @param height
*/
Matrix4f ortho(float width,float height)
{
return Matrix4f(
2.0f / width, 0.0f, 0.0f, -1,
0.0f, 2.0f / height, 0.0f, -1,
0.0f, 0.0f, -1.0f , 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
{
return ortho(width,height,0.0f,1.0f);
}
/**
@ -71,17 +80,27 @@ namespace hgl
float znear,
float zfar)
{
const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) );
return Matrix4f(
f / aspect_ratio, 0.0f, 0.0f, 0.0f,
0.0f, -f, 0.0f, 0.0f,
0.0f, 0.0f, zfar / (znear - zfar), (znear * zfar) / (znear - zfar),
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// 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
// 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
field_of_view / aspect_ratio,
0.0f,
0.0f,
0.0f,
0.0f, 0.0f, -1.0f, 0.0f);
0.0f,
-field_of_view,
0.0f,
0.0f,
0.0f,
0.0f,
zfar / (znear - zfar),
-1.0f,
0.0f,
0.0f,
(znear * zfar) / (znear - zfar),
0.0f
);
}
Matrix4f lookat(const Vector4f &eye,const Vector4f &target,const Vector4f &up)
@ -96,14 +115,31 @@ namespace hgl
Vector4f nup=cross(right,forward);
Matrix4f result( right.x, right.y, right.z, 1.0f,
nup.x, nup.y, nup.z, 1.0f,
-forward.x, -forward.y, -forward.z/2.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f);
// ^^^^^^
// 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
// 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
//Matrix4f result( right.x, right.y, right.z, 1.0f,
// nup.x, nup.y, nup.z, 1.0f,
// -forward.x, -forward.y, -forward.z/2.0f, 1.0f,
// 0.0f, 0.0f, 0.0f, 1.0f);
return result*translate(-eye.xyz());
Matrix4f result( right.x,
nup.x,
-forward.x,
0.0f,
right.y,
nup.y,
-forward.y,
0.0f,
right.z,
nup.z,
-forward.z/2.0f,
0.0f,
1.0f,
1.0f,
1.0f,
1.0f);
return result*translate(-Vector3f(eye));
}
}//namespace hgl