// // Created by Vlad on 3/19/2025. // #include namespace omath::source_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)}; } Mat4X4 rotation_matrix(const ViewAngles& angles) noexcept { return mat_rotation_axis_z(angles.yaw) * mat_rotation_axis_y(angles.pitch) * mat_rotation_axis_x(angles.roll); } 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_camera_view(forward_vector(angles), right_vector(angles), up_vector(angles), cam_origin); } Mat4X4 calc_perspective_projection_matrix(const float field_of_view, const float aspect_ratio, const float near, const float far, const NDCDepthRange ndc_depth_range) noexcept { // Source (inherited from Quake) stores FOV as horizontal FOV at a 4:3 // reference aspect. Convert to vertical FOV first, then use the // standard vfov-based projection against the caller's actual aspect. // vfov = 2 ยท atan( tan(hfov_4:3 / 2) / (4/3) ) constexpr float k_source_reference_aspect = 4.f / 3.f; const float half_hfov_4_3 = angles::degrees_to_radians(field_of_view) / 2.f; const float tan_half_vfov = std::tan(half_hfov_4_3) / k_source_reference_aspect; const float x_axis = 1.f / (aspect_ratio * tan_half_vfov); const float y_axis = 1.f / tan_half_vfov; if (ndc_depth_range == NDCDepthRange::ZERO_TO_ONE) return { {x_axis, 0, 0, 0}, {0, y_axis, 0, 0}, {0, 0, far / (far - near), -(near * far) / (far - near)}, {0, 0, 1, 0}, }; if (ndc_depth_range == NDCDepthRange::NEGATIVE_ONE_TO_ONE) return { {x_axis, 0, 0, 0}, {0, y_axis, 0, 0}, {0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)}, {0, 0, 1, 0}, }; std::unreachable(); } } // namespace omath::source_engine