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added open gl stuff
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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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