#ifndef HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE #define HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE #include #include //注:GLM/CML(OpenGLMode)是列矩阵,计算坐标matrix*pos // 而MGL是行矩阵,需要反过来pos*matrix namespace hgl { using Matrix3f=float3x3; using Matrix4f=float4x4; struct WorldMatrix { alignas(16) Matrix4f two_dim; //2D矩阵 alignas(16) Matrix4f projection; // alignas(16) Matrix4f inverse_projection; alignas(16) Matrix4f modelview; alignas(16) Matrix4f mvp; alignas(16) Vector4f view_pos; //眼睛坐标 };//struct WorldMatrix inline Matrix4f identity() { return Matrix4f::identity; } inline Matrix4f inverse(const Matrix4f &m) { return m.Inverted(); } inline Matrix4f ortho( float left, float right, float bottom, float top, float znear, 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); } /** * 生成一个正角视图矩阵 * @param width 宽 * @param height 高 * @param znear 近平面z值 * @param zfar 远平台z值 */ inline 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); } /** * 生成一个正角视图矩阵 * @param width 宽 * @param height 高 */ inline 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); } /** * 生成一个透视矩阵 * @param aspect_ratio 宽高比 * @param field_of_view 视野 * @param znear 近截面 * @param zfar 远截面 */ inline Matrix4f perspective(float field_of_view, float aspect_ratio, float znear, float zfar) { const float f = 1.0f / tan( hgl_ang2rad( 0.5f * field_of_view ) ); // float scaleX, shearXy, shearXz, x; //float shearYx, scaleY, shearYz, y; //float shearZx, shearZy, scaleZ, z; //float shearWx, shearWy, shearWz, w; 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 0.0f, 0.0f, -1.0f, 0.0f); } inline Matrix4f translate(const Vector3f &v) { return Matrix4f::Translate(v); } inline Matrix4f translate(float x,float y,float z) { return Matrix4f::Translate(x,y,z); } inline Matrix4f scale(const Vector3f &v) { return Matrix4f::Scale(v,Vector3f::zero); } inline Matrix4f scale(float x,float y,float z) { return Matrix4f::Scale(Vector3f(x,y,z),Vector3f::zero); } inline Matrix4f scale(float s) { return Matrix4f::Scale(Vector3f(s,s,s),Vector3f::zero); } inline Matrix4f rotate(float angle,const Vector3f &axis) { return Matrix4f::RotateAxisAngle(axis.Normalized(),angle); } inline Matrix4f rotate(float angle,float x,float y,float z) { return rotate(angle,Vector3f(x,y,z)); } inline Matrix4f rotate(float angle,const Vector4f &axis) { return rotate(angle,Vector3f(axis.x,axis.y,axis.z)); } inline Vector3f rotate(const Vector3f &v3f,float angle,const Vector3f &axis) { Vector4f result=rotate(angle,axis)*Vector4f(v3f,1.0f); return result.xyz(); } }//namespace hgl #endif//HGL_ALGORITHM_MATH_VECTOR_MATRIX_INCLUDE