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Author | SHA1 | Date | |
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8049fd3a60 | |||
2e7bba8d87 | |||
c5628b028b |
@@ -209,10 +209,10 @@ namespace J3ML::LinearAlgebra {
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static Matrix4x4 D3DPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 D3DPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
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static Matrix4x4 OpenGLOrthoProjLH(float n, float f, float h, float v);
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static Matrix4x4 OpenGLOrthoProjRH(float n, float f, float h, float v);
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static Matrix4x4 OpenGLPerspProjLH(float n, float f, float h, float v);
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static Matrix4x4 OpenGLPerspProjRH(float n, float f, float h, float v);
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Vector4 operator[](int row);
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@@ -514,4 +514,50 @@ namespace J3ML::LinearAlgebra {
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At(row, 2) *= scalar;
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At(row, 3) *= scalar;
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}
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Matrix4x4 Matrix4x4::OpenGLOrthoProjLH(float n, float f, float h, float v) {
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/// Same as OpenGLOrthoProjRH, except that the camera looks towards +Z in view space, instead of -Z.
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using f32 = float;
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f32 p00 = 2.f / h; f32 p01 = 0; f32 p02 = 0; float p03 = 0.f;
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f32 p10 = 0; f32 p11 = 2.f / v; f32 p12 = 0; float p13 = 0.f;
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f32 p20 = 0; f32 p21 = 0; f32 p22 = 2.f / (f-n); float p23 = (f+n) / (n-f);
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f32 p30 = 0; f32 p31 = 0; f32 p32 = 0; float p33 = 1.f;
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return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
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}
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Matrix4x4 Matrix4x4::OpenGLOrthoProjRH(float n, float f, float h, float v) {
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using f32 = float;
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f32 p00 = 2.f / h; f32 p01 = 0; f32 p02 = 0; f32 p03 = 0.f;
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f32 p10 = 0; f32 p11 = 2.f / v; f32 p12 = 0; f32 p13 = 0.f;
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f32 p20 = 0; f32 p21 = 0; f32 p22 = 2.f / (n-f); f32 p23 = (f+n) / (n-f);
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f32 p30 = 0; f32 p31 = 0; f32 p32 = 0; f32 p33 = 1.f;
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return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
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}
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Matrix4x4 Matrix4x4::OpenGLPerspProjLH(float n, float f, float h, float v) {
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// Same as OpenGLPerspProjRH, except that the camera looks towards +Z in view space, instead of -Z.
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using f32 = float;
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f32 p00 = 2.f *n / h; f32 p01 = 0; f32 p02 = 0; f32 p03 = 0.f;
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f32 p10 = 0; f32 p11 = 2.f * n / v; f32 p12 = 0; f32 p13 = 0.f;
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f32 p20 = 0; f32 p21 = 0; f32 p22 = (n+f) / (f-n); f32 p23 = 2.f*n*f / (n-f);
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f32 p30 = 0; f32 p31 = 0; f32 p32 = 1.f; f32 p33 = 0.f;
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return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
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}
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Matrix4x4 Matrix4x4::OpenGLPerspProjRH(float n, float f, float h, float v) {
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// In OpenGL, the post-perspective unit cube ranges in [-1, 1] in all X, Y and Z directions.
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// See http://www.songho.ca/opengl/gl_projectionmatrix.html , unlike in Direct3D, where the
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// Z coordinate ranges in [0, 1]. This is the only difference between D3DPerspProjRH and OpenGLPerspProjRH.
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using f32 = float;
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float p00 = 2.f *n / h; float p01 = 0; float p02 = 0; float p03 = 0.f;
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float p10 = 0; float p11 = 2.f * n / v; float p12 = 0; float p13 = 0.f;
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float p20 = 0; float p21 = 0; float p22 = (n+f) / (n-f); float p23 = 2.f*n*f / (n-f);
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float p30 = 0; float p31 = 0; float p32 = -1.f; float p33 = 0.f;
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return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
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}
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}
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