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https://github.com/orange-cpp/omath.git
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added open gl stuff
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19
include/omath/engines/OpenGL/Camera.hpp
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19
include/omath/engines/OpenGL/Camera.hpp
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//
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// Created by Orange on 12/23/2024.
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//
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#pragma once
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#include "Constants.hpp"
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#include "omath/projection/Camera.hpp"
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namespace omath::opengl
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{
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class Camera final : public projection::Camera<Mat4x4, ViewAngles>
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{
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public:
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Camera(const Vector3& position, const ViewAngles& viewAngles, const projection::ViewPort& viewPort,
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const Angle<float, 0.f, 180.f, AngleFlags::Clamped>& fov, float near, float far);
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void LookAt(const Vector3& target) override;
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[[nodiscard]] Mat4x4 CalcViewMatrix() const override;
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[[nodiscard]] Mat4x4 CalcProjectionMatrix() const override;
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};
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}
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25
include/omath/engines/OpenGL/Constants.hpp
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include/omath/engines/OpenGL/Constants.hpp
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//
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// Created by Orange on 12/23/2024.
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//
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#pragma once
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#include <omath/Vector3.hpp>
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#include <omath/Mat.hpp>
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#include <omath/Angle.hpp>
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#include <omath/ViewAngles.hpp>
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namespace omath::opengl
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{
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constexpr Vector3 kAbsUp = {0, 1, 0};
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constexpr Vector3 kAbsRight = {1, 0, 0};
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constexpr Vector3 kAbsForward = {0, 0, -1};
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using Mat4x4 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat3x3 = Mat<4, 4, float, MatStoreType::COLUMN_MAJOR>;
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using Mat1x3 = Mat<1, 3, float, MatStoreType::COLUMN_MAJOR>;
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using PitchAngle = Angle<float, 0.f, 180.f, AngleFlags::Clamped>;
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using YawAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>;
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using RollAngle = Angle<float, 0.f, 360.f, AngleFlags::Normalized>;
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using ViewAngles = omath::ViewAngles<PitchAngle, YawAngle, RollAngle>;
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}
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54
include/omath/engines/OpenGL/Formulas.hpp
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54
include/omath/engines/OpenGL/Formulas.hpp
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//
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// Created by Orange on 12/23/2024.
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//
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#pragma once
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#include "Constants.hpp"
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namespace omath::opengl
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{
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[[nodiscard]]
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inline Vector3 ForwardVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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[[nodiscard]]
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inline Vector3 RightVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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[[nodiscard]]
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inline Vector3 UpVector(const ViewAngles& angles)
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{
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const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
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return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
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}
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[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
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{
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return MatCameraView<float, MatStoreType::COLUMN_MAJOR>(-ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
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}
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[[nodiscard]]
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inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
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const float far)
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{
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const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f);
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return {
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{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
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{0, 1.f / (fovHalfTan), 0, 0},
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{0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)},
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{0, 0, -1, 0},
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};
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}
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}
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@@ -2,7 +2,7 @@
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// Created by Orange on 12/4/2024.
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//
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#pragma once
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#include "Constants.h"
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#include "Constants.hpp"
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#include "omath/projection/Camera.hpp"
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namespace omath::source
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@@ -2,7 +2,7 @@
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// Created by Orange on 12/4/2024.
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//
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#pragma once
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#include "Constants.h"
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#include "Constants.hpp"
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namespace omath::source
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{
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@@ -126,7 +126,10 @@ namespace omath::projection
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if (IsNdcOutOfBounds(projected))
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return std::unexpected(Error::WORLD_POSITION_IS_OUT_OF_SCREEN_BOUNDS);
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return Vector3{(projected.At(0,0)+1) / 2 * m_viewPort.m_width , (-projected.At(1,0)+1) / 2 * m_viewPort.m_height, projected.At(2,0)};
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const auto screenPositionX = (projected.At(0,0)+1.f) / 2.f * m_viewPort.m_width;
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const auto screenPositionY = (-projected.At(1,0)+1) / 2.f * m_viewPort.m_height;
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return Vector3{screenPositionX, screenPositionY, projected.At(2,0)};
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}
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protected:
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