// // Created by Vlad on 3/19/2025. // #include "omath/engines/opengl_engine/formulas.hpp" namespace omath::opengl_engine { Vector3 forward_vector(const ViewAngles& angles) noexcept { const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_forward); return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)}; } Vector3 right_vector(const ViewAngles& angles) noexcept { const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_right); return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)}; } Vector3 up_vector(const ViewAngles& angles) noexcept { const auto vec = rotation_matrix(angles) * mat_column_from_vector(k_abs_up); return {vec.at(0, 0), vec.at(1, 0), vec.at(2, 0)}; } Mat4X4 calc_view_matrix(const ViewAngles& angles, const Vector3& cam_origin) noexcept { return mat_look_at_right_handed(cam_origin, cam_origin+forward_vector(angles), up_vector(angles)); } Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept { return mat_rotation_axis_z(angles.roll) * mat_rotation_axis_y(angles.yaw) * mat_rotation_axis_x(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 fov_half_tan = std::tan(angles::degrees_to_radians(field_of_view) / 2.f); return { {1.f / (aspect_ratio * fov_half_tan), 0, 0, 0}, {0, 1.f / (fov_half_tan), 0, 0}, {0, 0, -(far + near) / (far - near), -(2.f * far * near) / (far - near)}, {0, 0, -1, 0}, }; } } // namespace omath::opengl_engine