removed inline functions

This commit is contained in:
2025-03-19 20:07:44 +03:00
parent 50c336e044
commit 832c2ea5ef
9 changed files with 161 additions and 114 deletions

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@@ -8,49 +8,17 @@
namespace omath::iw_engine namespace omath::iw_engine
{ {
[[nodiscard]] [[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] [[nodiscard]]
inline Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] [[nodiscard]]
inline Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; [[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]] [[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near, Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return
{
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / fovHalfTan, 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::source } // namespace omath::source

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@@ -8,47 +8,17 @@
namespace omath::opengl_engine namespace omath::opengl_engine
{ {
[[nodiscard]] [[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] [[nodiscard]]
inline Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] [[nodiscard]]
inline Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; [[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]] [[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near, Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
const float far) } // namespace omath::opengl_engine
{
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1, 0},
};
}
}

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@@ -7,50 +7,17 @@
namespace omath::source_engine namespace omath::source_engine
{ {
[[nodiscard]] [[nodiscard]]
inline Vector3<float> ForwardVector(const ViewAngles& angles) Vector3<float> ForwardVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] [[nodiscard]]
inline Vector3<float> RightVector(const ViewAngles& angles) Vector3<float> RightVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] [[nodiscard]]
inline Vector3<float> UpVector(const ViewAngles& angles) Vector3<float> UpVector(const ViewAngles& angles);
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)}; [[nodiscard]] Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin);
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]] [[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near, Mat4x4 CalcPerspectiveProjectionMatrix(float fieldOfView, float aspectRatio, float near, float far);
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::source } // namespace omath::source

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@@ -1 +1 @@
target_sources(omath PRIVATE Camera.cpp) target_sources(omath PRIVATE Camera.cpp Formulas.cpp)

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@@ -0,0 +1,47 @@
//
// Created by Vlad on 3/19/2025.
//
#include "omath/engines/iw_engine/Formulas.hpp"
namespace omath::iw_engine
{
Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / fovHalfTan, 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::iw_engine

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@@ -1 +1 @@
target_sources(omath PRIVATE Camera.cpp) target_sources(omath PRIVATE Camera.cpp Formulas.cpp)

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@@ -0,0 +1,46 @@
//
// Created by Vlad on 3/19/2025.
//
#include "omath/engines/opengl_engine/Formulas.hpp"
namespace omath::opengl_engine
{
Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles),
UpVector(angles), cam_origin);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, -1, 0},
};
}
} // namespace omath::opengl_engine

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@@ -1 +1 @@
target_sources(omath PRIVATE Camera.cpp) target_sources(omath PRIVATE Camera.cpp Formulas.cpp)

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@@ -0,0 +1,49 @@
//
// Created by Vlad on 3/19/2025.
//
#include <omath/engines/source_engine/Formulas.hpp>
namespace omath::source_engine
{
Vector3<float> ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Vector3<float> UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3<float>& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Need magic number to fix fov calculation, since source inherit Quake proj matrix calculation
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::source_engine