mirror of
https://github.com/orange-cpp/omath.git
synced 2026-04-18 15:23:26 +00:00
updated z range
This commit is contained in:
@@ -22,7 +22,8 @@ namespace omath::cry_engine
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::cry_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::cry_engine
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@@ -22,7 +22,8 @@ namespace omath::frostbite_engine
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::frostbite_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::unreal_engine
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@@ -22,7 +22,8 @@ namespace omath::iw_engine
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::iw_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::iw_engine
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@@ -21,7 +21,8 @@ namespace omath::opengl_engine
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::opengl_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::opengl_engine
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@@ -21,7 +21,8 @@ namespace omath::source_engine
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[[nodiscard]] Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::source_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::source_engine
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@@ -22,7 +22,8 @@ namespace omath::unity_engine
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::unity_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::unity_engine
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@@ -22,7 +22,8 @@ namespace omath::unreal_engine
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Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept;
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[[nodiscard]]
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far) noexcept;
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Mat4X4 calc_perspective_projection_matrix(float field_of_view, float aspect_ratio, float near, float far,
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NDCDepthRange ndc_depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE) noexcept;
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template<class FloatingType>
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requires std::is_floating_point_v<FloatingType>
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@@ -18,7 +18,7 @@ namespace omath::unreal_engine
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static Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3<float>& cam_origin) noexcept;
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[[nodiscard]]
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static Mat4X4 calc_projection_matrix(const projection::FieldOfView& fov, const projection::ViewPort& view_port,
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float near, float far) noexcept;
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float near, float far, NDCDepthRange ndc_depth_range) noexcept;
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};
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} // namespace omath::unreal_engine
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@@ -37,6 +37,12 @@ namespace omath
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COLUMN_MAJOR
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};
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enum class NDCDepthRange : uint8_t
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{
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NEGATIVE_ONE_TO_ONE = 0, // OpenGL: [-1.0, 1.0]
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ZERO_TO_ONE // DirectX / Vulkan: [0.0, 1.0]
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};
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template<typename M1, typename M2> concept MatTemplateEqual
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= (M1::rows == M2::rows) && (M1::columns == M2::columns)
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&& std::is_same_v<typename M1::value_type, typename M2::value_type> && (M1::store_type == M2::store_type);
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@@ -658,56 +664,90 @@ namespace omath
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} * mat_translation<Type, St>(-camera_origin);
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
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NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
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[[nodiscard]]
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Mat<4, 4, Type, St> mat_perspective_left_handed(const float field_of_view, const float aspect_ratio,
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const float near, const float far) noexcept
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{
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const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
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return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fov_half_tan, 0.f, 0.f},
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{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)},
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{0.f, 0.f, 1.f, 0.f}};
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if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
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return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fov_half_tan, 0.f, 0.f},
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{0.f, 0.f, far / (far - near), -(near * far) / (far - near)},
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{0.f, 0.f, 1.f, 0.f}};
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else
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return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fov_half_tan, 0.f, 0.f},
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{0.f, 0.f, (far + near) / (far - near), -(2.f * near * far) / (far - near)},
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{0.f, 0.f, 1.f, 0.f}};
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
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NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
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[[nodiscard]]
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Mat<4, 4, Type, St> mat_perspective_right_handed(const float field_of_view, const float aspect_ratio,
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const float near, const float far) noexcept
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{
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const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
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return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fov_half_tan, 0.f, 0.f},
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{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)},
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{0.f, 0.f, -1.f, 0.f}};
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if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
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return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fov_half_tan, 0.f, 0.f},
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{0.f, 0.f, -far / (far - near), -(near * far) / (far - near)},
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{0.f, 0.f, -1.f, 0.f}};
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else
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return {{1.f / (aspect_ratio * fov_half_tan), 0.f, 0.f, 0.f},
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{0.f, 1.f / fov_half_tan, 0.f, 0.f},
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{0.f, 0.f, -(far + near) / (far - near), -(2.f * near * far) / (far - near)},
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{0.f, 0.f, -1.f, 0.f}};
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
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NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
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[[nodiscard]]
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Mat<4, 4, Type, St> mat_ortho_left_handed(const Type left, const Type right, const Type bottom, const Type top,
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const Type near, const Type far) noexcept
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{
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return
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{
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{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
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{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
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{ 0.f, 0.f, static_cast<Type>(2) / (far - near), -(far + near) / (far - near) },
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{ 0.f, 0.f, 0.f, 1.f }
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};
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if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
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return
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{
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{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
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{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
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{ 0.f, 0.f, static_cast<Type>(1) / (far - near), -near / (far - near) },
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{ 0.f, 0.f, 0.f, 1.f }
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};
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else
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return
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{
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{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
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{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
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{ 0.f, 0.f, static_cast<Type>(2) / (far - near), -(far + near) / (far - near) },
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{ 0.f, 0.f, 0.f, 1.f }
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};
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}
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR>
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template<class Type = float, MatStoreType St = MatStoreType::ROW_MAJOR,
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NDCDepthRange DepthRange = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
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[[nodiscard]]
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Mat<4, 4, Type, St> mat_ortho_right_handed(const Type left, const Type right, const Type bottom, const Type top,
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const Type near, const Type far) noexcept
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{
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return
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{
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{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
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{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
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{ 0.f, 0.f, -static_cast<Type>(2) / (far - near), -(far + near) / (far - near) },
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{ 0.f, 0.f, 0.f, 1.f }
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};
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if constexpr (DepthRange == NDCDepthRange::ZERO_TO_ONE)
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return
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{
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{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
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{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
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{ 0.f, 0.f, -static_cast<Type>(1) / (far - near), -near / (far - near) },
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{ 0.f, 0.f, 0.f, 1.f }
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};
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else
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return
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{
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{ static_cast<Type>(2) / (right - left), 0.f, 0.f, -(right + left) / (right - left)},
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{ 0.f, static_cast<Type>(2) / (top - bottom), 0.f, -(top + bottom) / (top - bottom)},
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{ 0.f, 0.f, -static_cast<Type>(2) / (far - near), -(far + near) / (far - near) },
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{ 0.f, 0.f, 0.f, 1.f }
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};
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}
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template<class T = float, MatStoreType St = MatStoreType::COLUMN_MAJOR>
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Mat<4, 4, T, St> mat_look_at_left_handed(const Vector3<T>& eye, const Vector3<T>& center, const Vector3<T>& up)
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@@ -44,19 +44,21 @@ namespace omath::projection
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template<class T, class MatType, class ViewAnglesType>
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concept CameraEngineConcept =
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requires(const Vector3<float>& cam_origin, const Vector3<float>& look_at, const ViewAnglesType& angles,
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const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar) {
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const FieldOfView& fov, const ViewPort& viewport, float znear, float zfar,
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NDCDepthRange ndc_depth_range) {
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// Presence + return types
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{ T::calc_look_at_angle(cam_origin, look_at) } -> std::same_as<ViewAnglesType>;
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{ T::calc_view_matrix(angles, cam_origin) } -> std::same_as<MatType>;
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{ T::calc_projection_matrix(fov, viewport, znear, zfar) } -> std::same_as<MatType>;
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{ T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range) } -> std::same_as<MatType>;
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// Enforce noexcept as in the trait declaration
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requires noexcept(T::calc_look_at_angle(cam_origin, look_at));
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requires noexcept(T::calc_view_matrix(angles, cam_origin));
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requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar));
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requires noexcept(T::calc_projection_matrix(fov, viewport, znear, zfar, ndc_depth_range));
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};
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template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false>
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template<class Mat4X4Type, class ViewAnglesType, class TraitClass, bool inverted_z = false,
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NDCDepthRange depth_range = NDCDepthRange::NEGATIVE_ONE_TO_ONE>
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requires CameraEngineConcept<TraitClass, Mat4X4Type, ViewAnglesType>
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class Camera final
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{
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@@ -135,7 +137,8 @@ namespace omath::projection
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{
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if (!m_projection_matrix.has_value())
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m_projection_matrix = TraitClass::calc_projection_matrix(m_field_of_view, m_view_port,
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m_near_plane_distance, m_far_plane_distance);
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m_near_plane_distance, m_far_plane_distance,
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depth_range);
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return m_projection_matrix.value();
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}
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@@ -271,17 +274,36 @@ namespace omath::projection
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return a[axis] < -a[3] && b[axis] < -b[3] && c[axis] < -c[3];
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};
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// Clip volume in clip space (OpenGL-style):
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// Clip volume in clip space:
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// -w <= x <= w
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// -w <= y <= w
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// -w <= z <= w
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// z_min <= z <= w (z_min = -w for [-1,1], 0 for [0,1])
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for (int i = 0; i < 3; i++)
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// x and y planes
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for (int i = 0; i < 2; i++)
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{
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if (all_outside_plane(i, c0, c1, c2, false))
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return true; // x < -w (left)
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return true;
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if (all_outside_plane(i, c0, c1, c2, true))
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return true; // x > w (right)
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return true;
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}
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// z far plane: z > w
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if (all_outside_plane(2, c0, c1, c2, true))
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return true;
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// z near plane
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if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
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{
|
||||
// 0 <= z, so reject if z < 0 for all vertices
|
||||
if (c0[2] < 0.f && c1[2] < 0.f && c2[2] < 0.f)
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// -w <= z
|
||||
if (all_outside_plane(2, c0, c1, c2, false))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -306,7 +328,8 @@ namespace omath::projection
|
||||
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
|
||||
|
||||
// ReSharper disable once CppTooWideScope
|
||||
const auto clipped_manually = clipping == ViewPortClipping::MANUAL && (projected.at(2, 0) < 0.0f - eps
|
||||
constexpr auto z_min = depth_range == NDCDepthRange::ZERO_TO_ONE ? 0.0f : -1.0f;
|
||||
const auto clipped_manually = clipping == ViewPortClipping::MANUAL && (projected.at(2, 0) < z_min - eps
|
||||
|| projected.at(2, 0) > 1.0f + eps);
|
||||
if (clipped_manually)
|
||||
return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
|
||||
@@ -368,8 +391,34 @@ namespace omath::projection
|
||||
[[nodiscard]] constexpr static bool is_ndc_out_of_bounds(const Type& ndc) noexcept
|
||||
{
|
||||
constexpr auto eps = std::numeric_limits<float>::epsilon();
|
||||
return std::ranges::any_of(ndc.raw_array(),
|
||||
[](const auto& val) { return val < -1.0f - eps || val > 1.0f + eps; });
|
||||
|
||||
const auto& data = ndc.raw_array();
|
||||
// x and y are always in [-1, 1]
|
||||
if (data[0] < -1.0f - eps || data[0] > 1.0f + eps)
|
||||
return true;
|
||||
if (data[1] < -1.0f - eps || data[1] > 1.0f + eps)
|
||||
return true;
|
||||
|
||||
// z range depends on the NDC depth convention
|
||||
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
{
|
||||
if (data[2] < 0.0f - eps || data[2] > 1.0f + eps)
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (data[2] < -1.0f - eps || data[2] > 1.0f + eps)
|
||||
return true;
|
||||
}
|
||||
|
||||
// w
|
||||
if constexpr (ndc.size().rows * ndc.size().columns > 3)
|
||||
{
|
||||
if (data[3] < -1.0f - eps || data[3] > 1.0f + eps)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// NDC REPRESENTATION:
|
||||
|
||||
@@ -35,8 +35,12 @@ namespace omath::cry_engine
|
||||
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
|
||||
}
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
field_of_view, aspect_ratio, near, far);
|
||||
|
||||
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far);
|
||||
}
|
||||
} // namespace omath::unity_engine
|
||||
|
||||
@@ -19,8 +19,9 @@ namespace omath::cry_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::unity_engine
|
||||
@@ -35,8 +35,12 @@ namespace omath::frostbite_engine
|
||||
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
|
||||
}
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
field_of_view, aspect_ratio, near, far);
|
||||
|
||||
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far);
|
||||
}
|
||||
} // namespace omath::unity_engine
|
||||
|
||||
@@ -19,8 +19,9 @@ namespace omath::frostbite_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::unity_engine
|
||||
@@ -36,13 +36,21 @@ namespace omath::iw_engine
|
||||
}
|
||||
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
// NOTE: Need magic number to fix fov calculation, since IW engine inherit Quake proj matrix calculation
|
||||
constexpr auto k_multiply_factor = 0.75f;
|
||||
|
||||
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor;
|
||||
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return {
|
||||
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
|
||||
{0, 1.f / (fov_half_tan), 0, 0},
|
||||
{0, 0, far / (far - near), -(near * far) / (far - near)},
|
||||
{0, 0, 1, 0},
|
||||
};
|
||||
|
||||
return {
|
||||
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
|
||||
{0, 1.f / (fov_half_tan), 0, 0},
|
||||
|
||||
@@ -19,8 +19,9 @@ namespace omath::iw_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::iw_engine
|
||||
@@ -37,10 +37,18 @@ namespace omath::opengl_engine
|
||||
* mat_rotation_axis_x<float, MatStoreType::COLUMN_MAJOR>(angles.pitch);
|
||||
}
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f);
|
||||
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return {
|
||||
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
|
||||
{0, 1.f / (fov_half_tan), 0, 0},
|
||||
{0, 0, -far / (far - near), -(near * far) / (far - near)},
|
||||
{0, 0, -1, 0},
|
||||
};
|
||||
|
||||
return {
|
||||
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
|
||||
{0, 1.f / (fov_half_tan), 0, 0},
|
||||
|
||||
@@ -20,8 +20,9 @@ namespace omath::opengl_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::opengl_engine
|
||||
@@ -36,13 +36,21 @@ namespace omath::source_engine
|
||||
}
|
||||
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
|
||||
constexpr auto k_multiply_factor = 0.75f;
|
||||
|
||||
const float fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f) * k_multiply_factor;
|
||||
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return {
|
||||
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
|
||||
{0, 1.f / (fov_half_tan), 0, 0},
|
||||
{0, 0, far / (far - near), -(near * far) / (far - near)},
|
||||
{0, 0, 1, 0},
|
||||
};
|
||||
|
||||
return {
|
||||
{1.f / (aspect_ratio * fov_half_tan), 0, 0, 0},
|
||||
{0, 1.f / (fov_half_tan), 0, 0},
|
||||
|
||||
@@ -20,8 +20,9 @@ namespace omath::source_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::source_engine
|
||||
@@ -35,8 +35,12 @@ namespace omath::unity_engine
|
||||
* mat_rotation_axis_x<float, MatStoreType::ROW_MAJOR>(angles.pitch);
|
||||
}
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return omath::mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
field_of_view, aspect_ratio, near, far);
|
||||
|
||||
return omath::mat_perspective_right_handed(field_of_view, aspect_ratio, near, far);
|
||||
}
|
||||
} // namespace omath::unity_engine
|
||||
|
||||
@@ -19,8 +19,9 @@ namespace omath::unity_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::unity_engine
|
||||
@@ -35,8 +35,12 @@ namespace omath::unreal_engine
|
||||
* mat_rotation_axis_y<float, MatStoreType::ROW_MAJOR>(angles.pitch);
|
||||
}
|
||||
Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE)
|
||||
return mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
field_of_view, aspect_ratio, near, far);
|
||||
|
||||
return mat_perspective_left_handed(field_of_view, aspect_ratio, near, far);
|
||||
}
|
||||
} // namespace omath::unreal_engine
|
||||
|
||||
@@ -19,8 +19,9 @@ namespace omath::unreal_engine
|
||||
}
|
||||
Mat4X4 CameraTrait::calc_projection_matrix(const projection::FieldOfView& fov,
|
||||
const projection::ViewPort& view_port, const float near,
|
||||
const float far) noexcept
|
||||
const float far, const NDCDepthRange ndc_depth_range) noexcept
|
||||
{
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far);
|
||||
return calc_perspective_projection_matrix(fov.as_degrees(), view_port.aspect_ratio(), near, far,
|
||||
ndc_depth_range);
|
||||
}
|
||||
} // namespace omath::unreal_engine
|
||||
@@ -21,6 +21,9 @@
|
||||
#include <omath/engines/unreal_engine/traits/camera_trait.hpp>
|
||||
|
||||
#include <omath/engines/source_engine/traits/pred_engine_trait.hpp>
|
||||
#include <omath/engines/source_engine/traits/camera_trait.hpp>
|
||||
|
||||
#include <omath/engines/cry_engine/traits/camera_trait.hpp>
|
||||
|
||||
#include <omath/projectile_prediction/projectile.hpp>
|
||||
#include <omath/projectile_prediction/target.hpp>
|
||||
@@ -218,9 +221,14 @@ TEST(TraitTests, Frostbite_Pred_And_Mesh_And_Camera)
|
||||
// CameraTrait look at should be callable
|
||||
const auto angles = e::CameraTrait::calc_look_at_angle({0, 0, 0}, {0, 1, 1});
|
||||
(void)angles;
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
|
||||
expect_matrix_near(proj, expected);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
EXPECT_NE(proj, proj_zo);
|
||||
}
|
||||
|
||||
TEST(TraitTests, IW_Pred_And_Mesh_And_Camera)
|
||||
@@ -264,10 +272,15 @@ TEST(TraitTests, IW_Pred_And_Mesh_And_Camera)
|
||||
e::ViewAngles va;
|
||||
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
|
||||
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f);
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected = e::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f);
|
||||
expect_matrix_near(proj, expected);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(45.f), {1920.f, 1080.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(45.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
EXPECT_NE(proj, proj_zo);
|
||||
|
||||
// non-airborne
|
||||
t.m_is_airborne = false;
|
||||
const auto pred_ground_iw = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
|
||||
@@ -314,10 +327,15 @@ TEST(TraitTests, OpenGL_Pred_And_Mesh_And_Camera)
|
||||
e::ViewAngles va;
|
||||
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
|
||||
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
|
||||
expect_matrix_near(proj, expected);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
EXPECT_NE(proj, proj_zo);
|
||||
|
||||
// non-airborne
|
||||
t.m_is_airborne = false;
|
||||
const auto pred_ground_gl = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
|
||||
@@ -364,10 +382,15 @@ TEST(TraitTests, Unity_Pred_And_Mesh_And_Camera)
|
||||
e::ViewAngles va;
|
||||
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
|
||||
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
|
||||
expect_matrix_near(proj, expected);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
EXPECT_NE(proj, proj_zo);
|
||||
|
||||
// non-airborne
|
||||
t.m_is_airborne = false;
|
||||
const auto pred_ground_unity = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
|
||||
@@ -414,12 +437,237 @@ TEST(TraitTests, Unreal_Pred_And_Mesh_And_Camera)
|
||||
e::ViewAngles va;
|
||||
expect_matrix_near(e::MeshTrait::rotation_matrix(va), e::rotation_matrix(va));
|
||||
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f);
|
||||
const auto proj = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f);
|
||||
expect_matrix_near(proj, expected);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(projection::FieldOfView::from_degrees(60.f), {1280.f, 720.f}, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(60.f, 1280.f / 720.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
EXPECT_NE(proj, proj_zo);
|
||||
|
||||
// non-airborne
|
||||
t.m_is_airborne = false;
|
||||
const auto pred_ground_unreal = e::PredEngineTrait::predict_target_position(t, 2.f, 9.81f);
|
||||
EXPECT_NEAR(pred_ground_unreal.x, 4.f, 1e-6f);
|
||||
}
|
||||
|
||||
// ── NDC Depth Range tests for Source and CryEngine camera traits ────────────
|
||||
|
||||
TEST(NDCDepthRangeTests, Source_BothDepthRanges)
|
||||
{
|
||||
namespace e = omath::source_engine;
|
||||
|
||||
const auto proj_no = e::CameraTrait::calc_projection_matrix(
|
||||
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
|
||||
NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected_no = e::calc_perspective_projection_matrix(
|
||||
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
expect_matrix_near(proj_no, expected_no);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(
|
||||
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
|
||||
NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(
|
||||
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
|
||||
EXPECT_NE(proj_no, proj_zo);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, CryEngine_BothDepthRanges)
|
||||
{
|
||||
namespace e = omath::cry_engine;
|
||||
|
||||
const auto proj_no = e::CameraTrait::calc_projection_matrix(
|
||||
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
|
||||
NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
const auto expected_no = e::calc_perspective_projection_matrix(
|
||||
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
expect_matrix_near(proj_no, expected_no);
|
||||
|
||||
const auto proj_zo = e::CameraTrait::calc_projection_matrix(
|
||||
projection::FieldOfView::from_degrees(90.f), {1920.f, 1080.f}, 0.1f, 1000.f,
|
||||
NDCDepthRange::ZERO_TO_ONE);
|
||||
const auto expected_zo = e::calc_perspective_projection_matrix(
|
||||
90.f, 1920.f / 1080.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
expect_matrix_near(proj_zo, expected_zo);
|
||||
|
||||
EXPECT_NE(proj_no, proj_zo);
|
||||
}
|
||||
|
||||
// ── Verify Z mapping for ZERO_TO_ONE across all engines ─────────────────────
|
||||
|
||||
// Helper: projects a point at given z through a left-handed projection matrix and returns NDC z
|
||||
static float project_z_lh(const Mat<4, 4>& proj, float z)
|
||||
{
|
||||
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
|
||||
return clip.at(2, 0) / clip.at(3, 0);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Source_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::source_engine;
|
||||
// Source is left-handed
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
|
||||
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, IW_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::iw_engine;
|
||||
// IW is left-handed
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
|
||||
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, OpenGL_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::opengl_engine;
|
||||
// OpenGL is right-handed (negative z forward), column-major
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
// OpenGL engine uses column-major matrices, project manually
|
||||
auto proj_z = [&](float z) {
|
||||
auto clip = proj * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>({0, 0, z});
|
||||
return clip.at(2, 0) / clip.at(3, 0);
|
||||
};
|
||||
|
||||
EXPECT_NEAR(proj_z(-0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(proj_z(-500.f), 0.0f);
|
||||
EXPECT_LT(proj_z(-500.f), 1.0f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Frostbite_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::frostbite_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
|
||||
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Unity_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::unity_engine;
|
||||
// Unity is right-handed, row-major
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
auto proj_z = [&](float z) {
|
||||
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
|
||||
return clip.at(2, 0) / clip.at(3, 0);
|
||||
};
|
||||
|
||||
EXPECT_NEAR(proj_z(-0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(proj_z(-500.f), 0.0f);
|
||||
EXPECT_LT(proj_z(-500.f), 1.0f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Unreal_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::unreal_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
|
||||
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, CryEngine_ZeroToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::cry_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::ZERO_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), 0.0f, 1e-4f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-4f);
|
||||
EXPECT_GT(project_z_lh(proj, 500.f), 0.0f);
|
||||
EXPECT_LT(project_z_lh(proj, 500.f), 1.0f);
|
||||
}
|
||||
|
||||
// ── Verify Z mapping for NEGATIVE_ONE_TO_ONE across all engines ─────────────
|
||||
|
||||
TEST(NDCDepthRangeTests, Source_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::source_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, IW_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::iw_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Frostbite_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::frostbite_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Unreal_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::unreal_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, CryEngine_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::cry_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
EXPECT_NEAR(project_z_lh(proj, 0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(project_z_lh(proj, 1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, OpenGL_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::opengl_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
auto proj_z = [&](float z) {
|
||||
auto clip = proj * mat_column_from_vector<float, MatStoreType::COLUMN_MAJOR>({0, 0, z});
|
||||
return clip.at(2, 0) / clip.at(3, 0);
|
||||
};
|
||||
|
||||
EXPECT_NEAR(proj_z(-0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(NDCDepthRangeTests, Unity_NegativeOneToOne_ZRange)
|
||||
{
|
||||
namespace e = omath::unity_engine;
|
||||
const auto proj = e::calc_perspective_projection_matrix(90.f, 16.f / 9.f, 0.1f, 1000.f, NDCDepthRange::NEGATIVE_ONE_TO_ONE);
|
||||
|
||||
auto proj_z = [&](float z) {
|
||||
auto clip = proj * mat_column_from_vector<float>({0, 0, z});
|
||||
return clip.at(2, 0) / clip.at(3, 0);
|
||||
};
|
||||
|
||||
EXPECT_NEAR(proj_z(-0.1f), -1.0f, 1e-3f);
|
||||
EXPECT_NEAR(proj_z(-1000.f), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
@@ -240,4 +240,126 @@ TEST(UnitTestMatStandalone, MatPerspectiveLeftHanded)
|
||||
projected /= projected.at(3, 0);
|
||||
|
||||
EXPECT_TRUE(projected.at(2, 0) > -1.0f && projected.at(2, 0) < 0.f);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatPerspectiveLeftHandedZeroToOne)
|
||||
{
|
||||
const auto proj = mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
90.f, 16.f / 9.f, 0.1f, 1000.f);
|
||||
|
||||
// Near plane point should map to z ~ 0
|
||||
auto near_pt = proj * mat_column_from_vector<float>({0, 0, 0.1f});
|
||||
near_pt /= near_pt.at(3, 0);
|
||||
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
|
||||
|
||||
// Far plane point should map to z ~ 1
|
||||
auto far_pt = proj * mat_column_from_vector<float>({0, 0, 1000.f});
|
||||
far_pt /= far_pt.at(3, 0);
|
||||
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
|
||||
|
||||
// Mid-range point should be in [0, 1]
|
||||
auto mid_pt = proj * mat_column_from_vector<float>({0, 0, 500.f});
|
||||
mid_pt /= mid_pt.at(3, 0);
|
||||
EXPECT_GT(mid_pt.at(2, 0), 0.0f);
|
||||
EXPECT_LT(mid_pt.at(2, 0), 1.0f);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatPerspectiveRightHandedZeroToOne)
|
||||
{
|
||||
const auto proj = mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
90.f, 16.f / 9.f, 0.1f, 1000.f);
|
||||
|
||||
// Near plane point (negative z for right-handed) should map to z ~ 0
|
||||
auto near_pt = proj * mat_column_from_vector<float>({0, 0, -0.1f});
|
||||
near_pt /= near_pt.at(3, 0);
|
||||
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
|
||||
|
||||
// Far plane point should map to z ~ 1
|
||||
auto far_pt = proj * mat_column_from_vector<float>({0, 0, -1000.f});
|
||||
far_pt /= far_pt.at(3, 0);
|
||||
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
|
||||
|
||||
// Mid-range point should be in [0, 1]
|
||||
auto mid_pt = proj * mat_column_from_vector<float>({0, 0, -500.f});
|
||||
mid_pt /= mid_pt.at(3, 0);
|
||||
EXPECT_GT(mid_pt.at(2, 0), 0.0f);
|
||||
EXPECT_LT(mid_pt.at(2, 0), 1.0f);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatPerspectiveNegativeOneToOneRange)
|
||||
{
|
||||
// Verify existing [-1, 1] behavior with explicit template arg matches default
|
||||
const auto proj_default = mat_perspective_left_handed(90.f, 16.f / 9.f, 0.1f, 1000.f);
|
||||
const auto proj_explicit = mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR,
|
||||
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(90.f, 16.f / 9.f, 0.1f, 1000.f);
|
||||
|
||||
EXPECT_EQ(proj_default, proj_explicit);
|
||||
|
||||
// Near plane should map to z ~ -1
|
||||
auto near_pt = proj_default * mat_column_from_vector<float>({0, 0, 0.1f});
|
||||
near_pt /= near_pt.at(3, 0);
|
||||
EXPECT_NEAR(near_pt.at(2, 0), -1.0f, 1e-3f);
|
||||
|
||||
// Far plane should map to z ~ 1
|
||||
auto far_pt = proj_default * mat_column_from_vector<float>({0, 0, 1000.f});
|
||||
far_pt /= far_pt.at(3, 0);
|
||||
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatPerspectiveZeroToOneEquanity)
|
||||
{
|
||||
// LH and RH should produce same NDC for mirrored z
|
||||
constexpr omath::Vector3<float> left_handed = {0, 2, 10};
|
||||
constexpr omath::Vector3<float> right_handed = {0, 2, -10};
|
||||
|
||||
const auto proj_lh = mat_perspective_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
90.f, 16.f / 9.f, 0.1f, 1000.f);
|
||||
const auto proj_rh = mat_perspective_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
90.f, 16.f / 9.f, 0.1f, 1000.f);
|
||||
|
||||
auto ndc_lh = proj_lh * mat_column_from_vector(left_handed);
|
||||
auto ndc_rh = proj_rh * mat_column_from_vector(right_handed);
|
||||
|
||||
ndc_lh /= ndc_lh.at(3, 0);
|
||||
ndc_rh /= ndc_rh.at(3, 0);
|
||||
|
||||
EXPECT_EQ(ndc_lh, ndc_rh);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatOrthoLeftHandedZeroToOne)
|
||||
{
|
||||
const auto ortho = mat_ortho_left_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
|
||||
|
||||
// Near plane should map to z ~ 0
|
||||
auto near_pt = ortho * mat_column_from_vector<float>({0, 0, 0.1f});
|
||||
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
|
||||
|
||||
// Far plane should map to z ~ 1
|
||||
auto far_pt = ortho * mat_column_from_vector<float>({0, 0, 100.f});
|
||||
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatOrthoRightHandedZeroToOne)
|
||||
{
|
||||
const auto ortho = mat_ortho_right_handed<float, MatStoreType::ROW_MAJOR, NDCDepthRange::ZERO_TO_ONE>(
|
||||
-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
|
||||
|
||||
// Near plane (negative z for RH) should map to z ~ 0
|
||||
auto near_pt = ortho * mat_column_from_vector<float>({0, 0, -0.1f});
|
||||
EXPECT_NEAR(near_pt.at(2, 0), 0.0f, 1e-4f);
|
||||
|
||||
// Far plane should map to z ~ 1
|
||||
auto far_pt = ortho * mat_column_from_vector<float>({0, 0, -100.f});
|
||||
EXPECT_NEAR(far_pt.at(2, 0), 1.0f, 1e-4f);
|
||||
}
|
||||
|
||||
TEST(UnitTestMatStandalone, MatOrthoNegativeOneToOneDefault)
|
||||
{
|
||||
// Verify explicit [-1, 1] matches default
|
||||
const auto ortho_default = mat_ortho_left_handed(-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
|
||||
const auto ortho_explicit = mat_ortho_left_handed<float, MatStoreType::ROW_MAJOR,
|
||||
NDCDepthRange::NEGATIVE_ONE_TO_ONE>(-1.f, 1.f, -1.f, 1.f, 0.1f, 100.f);
|
||||
|
||||
EXPECT_EQ(ortho_default, ortho_explicit);
|
||||
}
|
||||
Reference in New Issue
Block a user